Will revert this patch in the future.
// while the splashscreen is there, so CheckSceneryVisitor force-loads
// missing objects in the main thread
get_scene_graph()->accept(csnv);
- if(!csnv.isLoaded())
+ if(!csnv.isLoaded()) {
+ SG_LOG(SG_TERRAIN, SG_DEBUG, "FGScenery::scenery_available: waiting on CheckSceneryVisitor");
return false;
+ }
return true;
+ } else {
+ SG_LOG(SG_TERRAIN, SG_DEBUG, "FGScenery::scenery_available: waiting on tile manager");
}
return false;
}
SGBucket bucket(position);
available = sched_tile( bucket, priority, false, duration );
- if ((!available)&&(duration==0.0))
+ if ((!available)&&(duration==0.0)) {
+ SG_LOG( SG_TERRAIN, SG_DEBUG, "schedule_scenery: Scheduling tile at bucket:" << bucket << " return false" );
return false;
+ }
SGVec3d cartPos = SGVec3d::fromGeod(position);