Ssg tweaks. Better handling of missing tiles.
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1 changed files with 3 additions and 5 deletions
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@ -158,13 +158,14 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) {
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int i;
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int i;
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ssgSimpleState *state = NULL;
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ssgSimpleState *state = NULL;
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// printf("loading %s\n", path.c_str() );
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ssgBranch *tile = new ssgBranch () ;
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tile -> setName ( path.c_str() ) ;
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// Attempt to open "path.gz" or "path"
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// Attempt to open "path.gz" or "path"
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fg_gzifstream in( path );
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fg_gzifstream in( path );
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if ( ! in.is_open() ) {
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if ( ! in.is_open() ) {
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FG_LOG( FG_TERRAIN, FG_ALERT, "Cannot open file: " << path );
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FG_LOG( FG_TERRAIN, FG_ALERT, "Cannot open file: " << path );
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return 0;
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return NULL;
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}
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}
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shading = current_options.get_shading();
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shading = current_options.get_shading();
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@ -179,9 +180,6 @@ ssgBranch *fgObjLoad( const string& path, FGTileEntry *t) {
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StopWatch stopwatch;
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StopWatch stopwatch;
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stopwatch.start();
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stopwatch.start();
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ssgBranch *tile = new ssgBranch () ;
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tile -> setName ( path.c_str() ) ;
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// ignore initial comments and blank lines. (priming the pump)
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// ignore initial comments and blank lines. (priming the pump)
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// in >> skipcomment;
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// in >> skipcomment;
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string line;
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string line;
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