(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.
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1 changed files with 5 additions and 8 deletions
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@ -634,11 +634,6 @@ static void fgIdleFunction ( void ) {
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// negative values sharpen, positive values blur mipmapped textures
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glTexEnvf( GL_TEXTURE_FILTER_CONTROL_EXT, GL_TEXTURE_LOD_BIAS_EXT, -0.5 ) ;
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#endif
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fgSplashProgress("setting up scenegraph & user interface");
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} else if ( idle_state == 1 ) {
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idle_state++;
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// This seems to be the absolute earliest in the init sequence
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// that these calls will return valid info. Too bad it's after
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// we've already created and sized our window. :-(
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@ -656,10 +651,12 @@ static void fgIdleFunction ( void ) {
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general.set_glDepthBits( tmp );
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SG_LOG ( SG_GENERAL, SG_INFO, "Depth buffer bits = " << tmp );
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// Initialize the user interface (we need to do this before
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// passing off control to the OS main loop and before
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// fgInitGeneral to get our fonts !!!
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// Initialize the user interface so that we can use fonts
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guiInit();
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} else if ( idle_state == 1 ) {
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idle_state++;
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fgSplashProgress("reading aircraft list");
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