Add a static function that will be installed as a callback to
cull or not the terrain leaves in tiles.
Add a function to set the filter.
#endif // ENABLE_THREADS
queue<FGTileEntry *> FGTileMgr::delete_queue;
+bool FGTileMgr::tile_filter = true;
// Constructor
FGTileMgr::FGTileMgr():
}
}
+bool FGTileMgr::set_tile_filter( bool f ) {
+ bool old = tile_filter;
+ tile_filter = f;
+ return old;
+}
+
+int FGTileMgr::tile_filter_cb( ssgEntity *, int )
+{
+ return tile_filter;
+}
#endif // ENABLE_THREADS
static queue<FGTileEntry *> delete_queue;
+ /**
+ * Tile filter indicator, to implement multipass rendering
+ */
+ static bool tile_filter;
+
public:
/**
inline SGBucket get_current_bucket () { return current_bucket; }
inline SGBucket get_previous_bucket () { return previous_bucket; }
+
+ static bool set_tile_filter( bool f );
+ static int tile_filter_cb( ssgEntity *, int );
};