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(hopefully) fix the problem that some people have:

"FATAL: PUI: No Live Interface! Forgot to call puInit ?"
We shouldn't use the splash progress message before guiInit().

Leave the "idle_state" step for now, to keep the similarity
with fg/plib as big as possible. This can be dropped later.
This commit is contained in:
mfranz 2007-04-29 09:58:37 +00:00
parent 4e1d4bf3e6
commit a516ad6bcd

View file

@ -634,11 +634,6 @@ static void fgIdleFunction ( void ) {
// negative values sharpen, positive values blur mipmapped textures
glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ;
#endif
fgSplashProgress("setting up scenegraph & user interface");
} else if ( idle_state == 1 ) {
idle_state++;
// This seems to be the absolute earliest in the init sequence
// that these calls will return valid info. Too bad it's after
// we've already created and sized our window. :-(
@ -656,10 +651,12 @@ static void fgIdleFunction ( void ) {
general.set_glDepthBits( tmp );
SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
// Initialize the user interface (we need to do this before
// passing off control to the OS main loop and before
// fgInitGeneral to get our fonts !!!
// Initialize the user interface so that we can use fonts
guiInit();
} else if ( idle_state == 1 ) {
idle_state++;
fgSplashProgress("reading aircraft list");