inline void
FGNewMat::Object::load_models () const
{
- cout << "loading ground cover objects:" << endl;
-
// Load model only on demand
if (!_models_loaded) {
for (unsigned int i = 0; i < _paths.size(); i++) {
path.append(_paths[i]);
ssgTexturePath((char *)path.dir().c_str());
ssgEntity * entity = load_object((char *)path.c_str());
- cout << " " << path.str() << endl;
if (entity != 0) {
float ranges[] = {0, _range_m};
ssgRangeSelector * lod = new ssgRangeSelector;