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Force initial ssgState before doing ssg cull and render pass so that the

lazy state loader get's primed.
This commit is contained in:
curt 1999-06-30 19:16:53 +00:00
parent 9f9f487e2a
commit 7a56d332ad

View file

@ -81,6 +81,7 @@
#include <Math/polar3d.hxx>
#include <Math/fg_random.h>
#include <Misc/fgpath.hxx>
#include <Objects/materialmgr.hxx>
#include <Scenery/scenery.hxx>
#include <Scenery/tilemgr.hxx>
#include <Time/event.hxx>
@ -131,7 +132,8 @@ slSample *s2;
// ssg variables
ssgRoot *scene = NULL;
ssgBranch *terrain = NULL;
ssgTransform *penguin = NULL;
ssgSelector *penguin_sel = NULL;
ssgTransform *penguin_pos = NULL;
// The following defines flight gear options. Because glutlib will also
@ -400,41 +402,55 @@ static void fgRenderFrame( void ) {
ssgSetNearFar( 0.5f, 100000.0f );
}
sgMat4 sgTRANS;
sgMakeTransMat4( sgTRANS,
current_view.view_pos.x(),
current_view.view_pos.y(),
current_view.view_pos.z() );
// sgMat4 sgTMP;
sgMat4 sgTUX;
// sgMultMat4( sgTMP, current_view.sgUP, sgTRANS );
// sgMultMat4( sgTUX, current_view.sgLARC_TO_SSG, sgTMP );
sgMultMat4( sgTUX, current_view.sgVIEW_ROT, sgTRANS );
sgCoord tuxpos;
sgSetCoord( &tuxpos, sgTUX );
penguin->setTransform( &tuxpos );
sgMakeTransMat4( sgTRANS,
current_view.view_pos.x(),
current_view.view_pos.y(),
current_view.view_pos.z() );
sgMat4 sgVIEW;
if ( current_view.view_mode == FGView::FG_VIEW_FIRST_PERSON ) {
// select current view matrix
sgCopyMat4( sgVIEW, current_view.sgVIEW );
// disable TuX
penguin_sel->select(0);
} else if ( current_view.view_mode == FGView::FG_VIEW_FOLLOW ) {
// select view matrix from front of view matrix queue
FGMat4Wrapper tmp = current_view.follow.front();
sgCopyMat4( sgVIEW, tmp.m );
}
if ( current_view.follow.size() > 15 ) {
current_view.follow.pop_front();
while ( current_view.follow.size() > 10 ) {
current_view.follow.pop_front();
}
// enable TuX and set up his position and orientation
penguin_sel->select(1);
sgMat4 sgTRANS;
sgMakeTransMat4( sgTRANS,
current_view.view_pos.x(),
current_view.view_pos.y(),
current_view.view_pos.z() );
// sgMat4 sgTMP;
sgMat4 sgTUX;
// sgMultMat4( sgTMP, current_view.sgUP, sgTRANS );
// sgMultMat4( sgTUX, current_view.sgLARC_TO_SSG, sgTMP );
sgMultMat4( sgTUX, current_view.sgVIEW_ROT, sgTRANS );
sgCoord tuxpos;
sgSetCoord( &tuxpos, sgTUX );
penguin_pos->setTransform( &tuxpos );
}
ssgSetCamera( sgVIEW );
// position tile nodes and update range selectors
global_tile_mgr.prep_ssg_nodes();
// force the default state so ssg can get back on track if
// we've changed things elsewhere
FGMaterialSlot m_slot;
FGMaterialSlot *m_ptr = &m_slot;
if ( material_mgr.find( "Default", m_ptr ) );
m_ptr->get_state()->force();
// draw the ssg scene
ssgCullAndDraw( scene );
xglDisable( GL_TEXTURE_2D );
@ -1088,23 +1104,25 @@ int main( int argc, char **argv ) {
// distribution) specifically from the ssg tux example
//
ssgModelPath( "/stage/pinky01/src/Libs/plib-1.0.12/examples/ssg/tux/data/" );
ssgTexturePath( "/stage/pinky01/src/Libs/plib-1.0.12/examples/ssg/tux/data/" );
// ssgModelPath( "/h/curt/src/Libs/plib-1.0.12/examples/ssg/tux/data/" );
// ssgTexturePath( "/h/curt/src/Libs/plib-1.0.12/examples/ssg/tux/data/" );
// ssgModelPath( "/stage/pinky01/src/Libs/plib-1.0.12/examples/ssg/tux/data/" );
// ssgTexturePath( "/stage/pinky01/src/Libs/plib-1.0.12/examples/ssg/tux/data/" );
ssgModelPath( "/h/curt/src/Libs/plib-1.0.12/examples/ssg/tux/data/" );
ssgTexturePath( "/h/curt/src/Libs/plib-1.0.12/examples/ssg/tux/data/" );
scene = new ssgRoot;
terrain = new ssgBranch;
terrain->setName( "Terrain" );
penguin = new ssgTransform;
penguin_sel = new ssgSelector;
penguin_pos = new ssgTransform;
ssgEntity *tux_obj = ssgLoadAC( "tuxedo.ac" );
penguin->addKid( tux_obj );
penguin_pos->addKid( tux_obj );
penguin_sel->addKid( penguin_pos );
ssgFlatten( tux_obj );
ssgStripify( penguin );
ssgStripify( penguin_sel );
scene->addKid( terrain );
scene->addKid( penguin );
scene->addKid( penguin_sel );
// pass control off to the master GLUT event handler
glutMainLoop();