Fix a problem with the culling of out-of-range random objects. When
the triangles containing the objects were out of the view Frustum, they were never traversed by ssg (and thus, never culled). Now, every 200 frames, do a pass through the whole scene graph with cull-testing disabled and without drawing anything; that will allow random-objects to be collected incrementally.
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@ -647,6 +647,22 @@ void fgRenderFrame() {
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ssgSetNearFar( scene_nearplane, scene_farplane );
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ssgCullAndDraw( globals->get_scenery()->get_scene_graph() );
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// This is a bit kludgy. Every 200 frames, do an extra traversal
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// of the scene graph without drawing anything and with frustum
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// culling disabled. This ensures that out-of-range random
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// objects that are not in the current view frustum will still be
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// freed properly.
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static int counter = 0;
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if (++counter == 200) {
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// We disable frustrum testing, so
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// the default is fine.
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sgFrustum f;
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sgMat4 m;
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ssgGetModelviewMatrix(m);
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globals->get_scenery()->get_scene_graph()->cull(&f, m, false);
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counter = 0;
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}
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// change state for lighting here
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// draw lighting
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