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Fix a small tile cache bug.

This commit is contained in:
curt 1999-07-31 04:59:28 +00:00
parent 439779ee36
commit 44400cdff8

View file

@ -128,33 +128,20 @@ FGTileEntry::free_tile()
}
// when a tile is still in the cache, but not in the immediate draw l
// ist, it can still remain in the scene graph, but we use a range
// when a tile is still in the cache, but not in the immediate draw
// list, it can still remain in the scene graph, but we use a range
// selector to disable it from ever being drawn.
void
FGTileEntry::ssg_disable() {
cout << "TILE STATE = " << state << endl;
if ( state == Scheduled_for_use ) {
state = Scheduled_for_cache;
} else if ( state == Scheduled_for_cache ) {
// do nothing
} else if ( (state == Loaded) || (state == Cached) ) {
state = Cached;
cout << "DISABLING SSG NODE" << endl;
select_ptr->select(0);
#if 0
// set a really tiny range
// cout << "SETTING TINY RANGE" << endl;
float ranges[2];
ranges[0] = 0.0f;
ranges[1] = 0.00001f;
range_ptr->setRanges( ranges, 2 );
// transform to a long way away
// cout << "MOVING FAR AWAY" << endl;
sgCoord sgcoord;
sgSetCoord( &sgcoord, 999999.0, 999999.0, 999999.0, 0.0, 0.0, 0.0 );
transform_ptr->setTransform( &sgcoord );
#endif
} else {
FG_LOG( FG_TERRAIN, FG_ALERT,
"Trying to disable an unused tile! Dying" );