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Added tile.cxx and tile.hxx.

Working on rewriting the tile management system so a tile is just a list
fragments, and the fragment record contains the display list for that fragment.
This commit is contained in:
curt 1998-05-23 14:09:20 +00:00
parent 474849f96b
commit a60f1d812d
9 changed files with 294 additions and 91 deletions

View file

@ -6,6 +6,7 @@ libScenery_la_SOURCES = \
obj.cxx obj.hxx \
scenery.cxx scenery.hxx \
texload.c texload.h \
tile.cxx tile.hxx \
tilecache.cxx tilecache.hxx \
tilemgr.cxx tilemgr.hxx

View file

@ -78,6 +78,7 @@ libScenery_la_SOURCES = \
obj.cxx obj.hxx \
scenery.cxx scenery.hxx \
texload.c texload.h \
tile.cxx tile.hxx \
tilecache.cxx tilecache.hxx \
tilemgr.cxx tilemgr.hxx
mkinstalldirs = $(SHELL) $(top_srcdir)/mkinstalldirs
@ -96,8 +97,8 @@ X_EXTRA_LIBS = @X_EXTRA_LIBS@
X_PRE_LIBS = @X_PRE_LIBS@
libScenery_la_LDFLAGS =
libScenery_la_LIBADD =
libScenery_la_OBJECTS = obj.lo scenery.lo texload.lo tilecache.lo \
tilemgr.lo
libScenery_la_OBJECTS = obj.lo scenery.lo texload.lo tile.lo \
tilecache.lo tilemgr.lo
CXXFLAGS = @CXXFLAGS@
CXXCOMPILE = $(CXX) $(DEFS) $(INCLUDES) $(CPPFLAGS) $(CXXFLAGS)
LTCXXCOMPILE = $(LIBTOOL) --mode=compile $(CXX) $(DEFS) $(INCLUDES) $(CPPFLAGS) $(CXXFLAGS)
@ -113,7 +114,7 @@ DISTFILES = $(DIST_COMMON) $(SOURCES) $(HEADERS) $(TEXINFOS) $(EXTRA_DIST)
TAR = tar
GZIP = --best
DEP_FILES = .deps/obj.P .deps/scenery.P .deps/texload.P \
DEP_FILES = .deps/obj.P .deps/scenery.P .deps/texload.P .deps/tile.P \
.deps/tilecache.P .deps/tilemgr.P
CXXMKDEP = $(CXX) -M $(DEFS) $(INCLUDES) $(CPPFLAGS) $(CXXFLAGS)
SOURCES = $(libScenery_la_SOURCES)

View file

@ -47,6 +47,7 @@
#include "obj.hxx"
#include "scenery.hxx"
#include "tile.hxx"
#define MAXNODES 100000
@ -94,21 +95,16 @@ fgPolarPoint3d calc_tex_coords(double *node, fgCartesianPoint3d *ref) {
}
// Calculate distance between (0,0,0) and the specified point
static double calc_dist(double *p) {
return ( sqrt(p[0]*p[0] + p[1]*p[1] + p[2]*p[2]) );
}
/* Load a .obj file and generate the GL call list */
GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius) {
/* Load a .obj file and build the GL fragment list */
int fgObjLoad(char *path, fgTILE *tile) {
fgOPTIONS *o;
fgFRAGMENT fragment;
fgPolarPoint3d pp;
char fgpath[256], line[256], material[256];
double approx_normal[3], normal[3], scale;
// double x, y, z, xmax, xmin, ymax, ymin, zmax, zmin;
// GLfloat sgenparams[] = { 1.0, 0.0, 0.0, 0.0 };
GLint tile;
GLint display_list;
fgFile f;
int first, ncount, vncount, n1, n2, n3, n4;
int last1, last2, odd;
@ -130,18 +126,18 @@ GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius) {
strcat(fgpath, ".obj");
fgPrintf( FG_TERRAIN, FG_ALERT,
"Cannot open file: %s\n", fgpath );
return(-1);
return(0);
}
}
}
tile = xglGenLists(1);
xglNewList(tile, GL_COMPILE);
display_list = xglGenLists(1);
xglNewList(display_list, GL_COMPILE);
first = 1;
ncount = 1;
vncount = 1;
*radius = 0.0;
tile->bounding_radius = 0.0;
while ( fggets(f, line, 250) != NULL ) {
if ( line[0] == '#' ) {
@ -150,8 +146,9 @@ GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius) {
/* empty line -- ignore */
} else if ( strncmp(line, "gb ", 3) == 0 ) {
/* reference point (center offset) */
sscanf(line, "gb %lf %lf %lf %lf\n", &ref->x, &ref->y, &ref->z,
radius);
sscanf(line, "gb %lf %lf %lf %lf\n",
&tile->center.x, &tile->center.y, &tile->center.z,
&tile->bounding_radius);
} else if ( strncmp(line, "v ", 2) == 0 ) {
/* node (vertex) */
if ( ncount < MAXNODES ) {
@ -217,19 +214,19 @@ GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius) {
// (averaged) normals
MAT3_SCALE_VEC(normal, normals[n1], scale);
xglNormal3dv(normal);
pp = calc_tex_coords(nodes[n1], ref);
pp = calc_tex_coords(nodes[n1], &tile->center);
xglTexCoord2f(pp.lon, pp.lat);
xglVertex3d(nodes[n1][0], nodes[n1][1], nodes[n1][2]);
MAT3_SCALE_VEC(normal, normals[n2], scale);
xglNormal3dv(normal);
pp = calc_tex_coords(nodes[n2], ref);
pp = calc_tex_coords(nodes[n2], &tile->center);
xglTexCoord2f(pp.lon, pp.lat);
xglVertex3d(nodes[n2][0], nodes[n2][1], nodes[n2][2]);
MAT3_SCALE_VEC(normal, normals[n3], scale);
xglNormal3dv(normal);
pp = calc_tex_coords(nodes[n3], ref);
pp = calc_tex_coords(nodes[n3], &tile->center);
xglTexCoord2f(pp.lon, pp.lat);
xglVertex3d(nodes[n3][0], nodes[n3][1], nodes[n3][2]);
} else {
@ -245,15 +242,15 @@ GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius) {
MAT3_SCALE_VEC(normal, approx_normal, scale);
xglNormal3dv(normal);
pp = calc_tex_coords(nodes[n1], ref);
pp = calc_tex_coords(nodes[n1], &tile->center);
xglTexCoord2f(pp.lon, pp.lat);
xglVertex3d(nodes[n1][0], nodes[n1][1], nodes[n1][2]);
pp = calc_tex_coords(nodes[n2], ref);
pp = calc_tex_coords(nodes[n2], &tile->center);
xglTexCoord2f(pp.lon, pp.lat);
xglVertex3d(nodes[n2][0], nodes[n2][1], nodes[n2][2]);
pp = calc_tex_coords(nodes[n3], ref);
pp = calc_tex_coords(nodes[n3], &tile->center);
xglTexCoord2f(pp.lon, pp.lat);
xglVertex3d(nodes[n3][0], nodes[n3][1], nodes[n3][2]);
}
@ -272,7 +269,7 @@ GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius) {
MAT3_SCALE_VEC(normal, approx_normal, scale);
}
xglNormal3dv(normal);
pp = calc_tex_coords(nodes[n4], ref);
pp = calc_tex_coords(nodes[n4], &tile->center);
xglTexCoord2f(pp.lon, pp.lat);
xglVertex3d(nodes[n4][0], nodes[n4][1], nodes[n4][2]);
@ -296,17 +293,17 @@ GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius) {
sscanf(line, "f %d %d %d\n", &n1, &n2, &n3);
xglNormal3d(normals[n1][0], normals[n1][1], normals[n1][2]);
pp = calc_tex_coords(nodes[n1], ref);
pp = calc_tex_coords(nodes[n1], &tile->center);
xglTexCoord2f(pp.lon, pp.lat);
xglVertex3d(nodes[n1][0], nodes[n1][1], nodes[n1][2]);
xglNormal3d(normals[n2][0], normals[n2][1], normals[n2][2]);
pp = calc_tex_coords(nodes[n2], ref);
pp = calc_tex_coords(nodes[n2], &tile->center);
xglTexCoord2f(pp.lon, pp.lat);
xglVertex3d(nodes[n2][0], nodes[n2][1], nodes[n2][2]);
xglNormal3d(normals[n3][0], normals[n3][1], normals[n3][2]);
pp = calc_tex_coords(nodes[n3], ref);
pp = calc_tex_coords(nodes[n3], &tile->center);
xglTexCoord2f(pp.lon, pp.lat);
xglVertex3d(nodes[n3][0], nodes[n3][1], nodes[n3][2]);
} else if ( line[0] == 'q' ) {
@ -335,7 +332,7 @@ GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius) {
xglNormal3dv(normal);
}
pp = calc_tex_coords(nodes[n1], ref);
pp = calc_tex_coords(nodes[n1], &tile->center);
xglTexCoord2f(pp.lon, pp.lat);
xglVertex3d(nodes[n1][0], nodes[n1][1], nodes[n1][2]);
@ -363,7 +360,7 @@ GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius) {
xglNormal3dv(normal);
}
pp = calc_tex_coords(nodes[n2], ref);
pp = calc_tex_coords(nodes[n2], &tile->center);
xglTexCoord2f(pp.lon, pp.lat);
xglVertex3d(nodes[n2][0], nodes[n2][1], nodes[n2][2]);
@ -398,25 +395,31 @@ GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius) {
fgclose(f);
/* reference point is the "center" (now included in input file) */
/*
ref->x = (xmin + xmax) / 2.0;
ref->y = (ymin + ymax) / 2.0;
ref->z = (zmin + zmax) / 2.0;
*/
// temporary: create a fragment
fragment.center = tile->center;
fragment.bounding_radius = tile->bounding_radius;
fragment.display_list = display_list;
return(tile);
// temporary: push this fragment onto the tile's object list
tile->fragment_list.push_back(fragment);
return(1);
}
/* $Log$
/* Revision 1.5 1998/05/20 20:53:53 curt
/* Moved global ref point and radius (bounding sphere info, and offset) to
/* data file rather than calculating it on the fly.
/* Fixed polygon winding problem in scenery generation stage rather than
/* compensating for it on the fly.
/* Made a fgTILECACHE class.
/* Revision 1.6 1998/05/23 14:09:20 curt
/* Added tile.cxx and tile.hxx.
/* Working on rewriting the tile management system so a tile is just a list
/* fragments, and the fragment record contains the display list for that fragment.
/*
* Revision 1.5 1998/05/20 20:53:53 curt
* Moved global ref point and radius (bounding sphere info, and offset) to
* data file rather than calculating it on the fly.
* Fixed polygon winding problem in scenery generation stage rather than
* compensating for it on the fly.
* Made a fgTILECACHE class.
*
* Revision 1.4 1998/05/16 13:09:57 curt
* Beginning to add support for view frustum culling.
* Added some temporary code to calculate bouding radius, until the

View file

@ -45,18 +45,26 @@
#include <Include/fg_types.h>
#include "tile.hxx"
/* Load a .obj file and generate the GL call list */
GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius);
/* Load a .obj file and build the GL fragment list */
int fgObjLoad(char *path, fgTILE *tile);
// GLint fgObjLoad(char *path, fgCartesianPoint3d *ref, double *radius) {
#endif /* _OBJ_HXX */
/* $Log$
/* Revision 1.2 1998/05/02 01:52:15 curt
/* Playing around with texture coordinates.
/* Revision 1.3 1998/05/23 14:09:21 curt
/* Added tile.cxx and tile.hxx.
/* Working on rewriting the tile management system so a tile is just a list
/* fragments, and the fragment record contains the display list for that fragment.
/*
* Revision 1.2 1998/05/02 01:52:15 curt
* Playing around with texture coordinates.
*
* Revision 1.1 1998/04/30 12:35:29 curt
* Added a command line rendering option specify smooth/flat shading.
*

53
Scenery/tile.cxx Normal file
View file

@ -0,0 +1,53 @@
// tile.cxx -- routines to handle a scenery tile
//
// Written by Curtis Olson, started May 1998.
//
// Copyright (C) 1998 Curtis L. Olson - curt@infoplane.com
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// $Id$
// (Log is kept at end of this file)
#include "tile.hxx"
// Constructor
fgFRAGMENT::fgFRAGMENT ( void ) {
}
// Destructor
fgFRAGMENT::~fgFRAGMENT ( void ) {
}
// Constructor
fgTILE::fgTILE ( void ) {
}
// Destructor
fgTILE::~fgTILE ( void ) {
}
// $Log$
// Revision 1.1 1998/05/23 14:09:21 curt
// Added tile.cxx and tile.hxx.
// Working on rewriting the tile management system so a tile is just a list
// fragments, and the fragment record contains the display list for that fragment.
//

106
Scenery/tile.hxx Normal file
View file

@ -0,0 +1,106 @@
// tile.hxx -- routines to handle a scenery tile
//
// Written by Curtis Olson, started May 1998.
//
// Copyright (C) 1998 Curtis L. Olson - curt@infoplane.com
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License as
// published by the Free Software Foundation; either version 2 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful, but
// WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// $Id$
// (Log is kept at end of this file)
#ifndef _TILE_HXX
#define _TILE_HXX
#ifndef __cplusplus
# error This library requires C++
#endif
#ifdef HAVE_CONFIG_H
# include <config.h>
#endif
#ifdef HAVE_WINDOWS_H
# include <windows.h>
#endif
#include <GL/glut.h>
#include <XGL/xgl.h>
#include <list.h> // STL list
#include <Bucket/bucketutils.h>
#include <Include/fg_types.h>
// Object fragment data class
class fgFRAGMENT {
public:
// culling data for this object fragment (fine grain culling)
fgCartesianPoint3d center;
double bounding_radius;
// material property pointer
int material_ptr;
// OpenGL display list for fragment data
GLint display_list;
// Constructor
fgFRAGMENT ( void );
// Destructor
~fgFRAGMENT ( void );
};
// Scenery tile class
class fgTILE {
public:
// culling data for whole tile (course grain culling)
fgCartesianPoint3d center;
double bounding_radius;
// this tile's official location in the world
struct fgBUCKET tile_bucket;
// the tile cache will mark here if the tile is being used
int used;
list < fgFRAGMENT > fragment_list;
// Constructor
fgTILE ( void );
// Destructor
~fgTILE ( void );
};
#endif // _TILE_HXX
// $Log$
// Revision 1.1 1998/05/23 14:09:21 curt
// Added tile.cxx and tile.hxx.
// Working on rewriting the tile management system so a tile is just a list
// fragments, and the fragment record contains the display list for that fragment.
//

View file

@ -102,18 +102,23 @@ void fgTILECACHE::EntryFillIn( int index, struct fgBUCKET *p ) {
tile_cache[index].tile_bucket.x = p->x;
tile_cache[index].tile_bucket.y = p->y;
// Load the appropriate area and get the display list pointer
// Load the appropriate data file and built tile fragment list
fgBucketGenBasePath(p, base_path);
sprintf(file_name, "%s/Scenery/%s/%ld", o->fg_root,
base_path, fgBucketGenIndex(p));
fgObjLoad(file_name, &tile_cache[index]);
/*
tile_cache[index].display_list =
fgObjLoad(file_name, &tile_cache[index].local_ref,
&tile_cache[index].bounding_radius);
*/
}
// Free a tile cache entry
void fgTILECACHE::EntryFree( int index ) {
fgFRAGMENT fragment;
// Mark this cache entry as un-used
tile_cache[index].used = 0;
@ -125,25 +130,19 @@ void fgTILECACHE::EntryFree( int index ) {
tile_cache[index].tile_bucket.x,
tile_cache[index].tile_bucket.y );
// Load the appropriate area and get the display list pointer
if ( tile_cache[index].display_list >= 0 ) {
xglDeleteLists( tile_cache[index].display_list, 1 );
// Step through the fragment list, deleting the display list, then
// the fragment, until the list is empty.
while ( tile_cache[index].fragment_list.size() ) {
fragment = tile_cache[index].fragment_list.front();
xglDeleteLists( fragment.display_list, 1 );
tile_cache[index].fragment_list.pop_front();
}
}
// Return info for a tile cache entry
void fgTILECACHE::EntryInfo( int index, GLint *display_list,
fgCartesianPoint3d *local_ref,
double *radius ) {
*display_list = tile_cache[index].display_list;
// fgPrintf(FG_TERRAIN, FG_DEBUG, "Display list = %d\n", *display_list);
local_ref->x = tile_cache[index].local_ref.x;
local_ref->y = tile_cache[index].local_ref.y;
local_ref->z = tile_cache[index].local_ref.z;
*radius = tile_cache[index].bounding_radius;
// Return the specified tile cache entry
fgTILE *fgTILECACHE::GetTile( int index ) {
return ( &tile_cache[index] );
}
@ -170,12 +169,12 @@ int fgTILECACHE::NextAvail( void ) {
v->abs_view_pos.x, v->abs_view_pos.y, v->abs_view_pos.z );
fgPrintf( FG_TERRAIN, FG_DEBUG,
" ref point = %.4f, %.4f, %.4f\n",
tile_cache[i].local_ref.x, tile_cache[i].local_ref.y,
tile_cache[i].local_ref.z);
tile_cache[i].center.x, tile_cache[i].center.y,
tile_cache[i].center.z);
dx = fabs(tile_cache[i].local_ref.x - v->abs_view_pos.x);
dy = fabs(tile_cache[i].local_ref.y - v->abs_view_pos.y);
dz = fabs(tile_cache[i].local_ref.z - v->abs_view_pos.z);
dx = fabs(tile_cache[i].center.x - v->abs_view_pos.x);
dy = fabs(tile_cache[i].center.y - v->abs_view_pos.y);
dz = fabs(tile_cache[i].center.z - v->abs_view_pos.z);
max = dx; med = dy; min = dz;
if ( max < med ) {
@ -210,6 +209,11 @@ fgTILECACHE::~fgTILECACHE( void ) {
// $Log$
// Revision 1.10 1998/05/23 14:09:22 curt
// Added tile.cxx and tile.hxx.
// Working on rewriting the tile management system so a tile is just a list
// fragments, and the fragment record contains the display list for that fragment.
//
// Revision 1.9 1998/05/20 20:53:54 curt
// Moved global ref point and radius (bounding sphere info, and offset) to
// data file rather than calculating it on the fly.

View file

@ -45,12 +45,16 @@
#include <Bucket/bucketutils.h>
#include <Include/fg_types.h>
#include "tile.hxx"
// For best results ... i.e. to avoid tile load problems and blank areas
//
// FG_TILE_CACHE_SIZE >= (o->tile_diameter + 1) ** 2
#define FG_TILE_CACHE_SIZE 121
/*
// Tile cache record
typedef struct {
struct fgBUCKET tile_bucket;
@ -60,6 +64,7 @@ typedef struct {
int used;
int priority;
} fgTILE;
*/
// A class to store and manage a pile of tiles
@ -82,14 +87,13 @@ public:
int NextAvail( void );
// Free a tile cache entry
void fgTILECACHE::EntryFree( int index );
void EntryFree( int index );
// Fill in a tile cache entry with real data for the specified bucket
void EntryFillIn( int index, struct fgBUCKET *p );
// Return info for a tile cache entry
void EntryInfo( int index, GLint *display_list,
fgCartesianPoint3d *local_ref, double *radius );
// Return a pointer to the specified tile cache entry
fgTILE *GetTile( int index );
// Destructor
~fgTILECACHE( void );
@ -104,6 +108,11 @@ extern fgTILECACHE global_tile_cache;
// $Log$
// Revision 1.9 1998/05/23 14:09:22 curt
// Added tile.cxx and tile.hxx.
// Working on rewriting the tile management system so a tile is just a list
// fragments, and the fragment record contains the display list for that fragment.
//
// Revision 1.8 1998/05/20 20:53:54 curt
// Moved global ref point and radius (bounding sphere info, and offset) to
// data file rather than calculating it on the fly.

View file

@ -33,11 +33,12 @@
#include <GL/glut.h>
#include <XGL/xgl.h>
#include <Aircraft/aircraft.h>
#include <Scenery/obj.hxx>
#include <Scenery/scenery.hxx>
#include <Scenery/tilecache.hxx>
#include <Aircraft/aircraft.h>
#include <Bucket/bucketutils.h>
#include <Debug/fg_debug.h>
#include <Include/fg_constants.h>
@ -291,11 +292,13 @@ void fgTileMgrRender( void ) {
fgTILECACHE *c;
fgFLIGHT *f;
fgOPTIONS *o;
fgTILE *t;
fgVIEW *v;
struct fgBUCKET p;
fgCartesianPoint3d local_ref, offset;
GLint display_list;
double radius;
fgCartesianPoint3d offset;
fgFRAGMENT fragment;
list < fgFRAGMENT > :: iterator current;
list < fgFRAGMENT > :: iterator last;
int i;
int index;
int culled = 0;
@ -309,7 +312,7 @@ void fgTileMgrRender( void ) {
// Find current translation offset
fgBucketFind(FG_Longitude * RAD_TO_DEG, FG_Latitude * RAD_TO_DEG, &p);
index = c->Exists(&p);
c->EntryInfo(index, &display_list, &scenery.next_center, &radius );
t = c->GetTile(index);
fgPrintf( FG_TERRAIN, FG_DEBUG,
"Pos = (%.2f, %.2f) Current bucket = %d %d %d %d Index = %ld\n",
@ -319,33 +322,48 @@ void fgTileMgrRender( void ) {
for ( i = 0; i < (o->tile_diameter * o->tile_diameter); i++ ) {
index = tiles[i];
// fgPrintf( FG_TERRAIN, FG_DEBUG, "Index = %d\n", index);
c->EntryInfo(index, &display_list, &local_ref, &radius );
t = c->GetTile(index);
if ( display_list >= 0 ) {
// calculate tile offset
offset.x = t->center.x - scenery.center.x;
offset.y = t->center.y - scenery.center.y;
offset.z = t->center.z - scenery.center.z;
offset.x = local_ref.x - scenery.center.x;
offset.y = local_ref.y - scenery.center.y;
offset.z = local_ref.z - scenery.center.z;
if ( viewable(&offset, t->bounding_radius) ) {
// at least a portion of this tile is viewable
xglPushMatrix();
xglTranslatef(offset.x, offset.y, offset.z);
if ( viewable(&offset, radius) ) {
drawn++;
xglPushMatrix();
xglTranslatef(offset.x, offset.y, offset.z);
xglCallList(display_list);
xglPopMatrix();
} else {
culled++;
// traverse fragment list for tile
current = t->fragment_list.begin();
last = t->fragment_list.end();
while ( current != last ) {
fragment = *current++;
if ( fragment.display_list >= 0 ) {
xglCallList(fragment.display_list);
}
}
xglPopMatrix();
}
}
v->vfc_ratio = (double)culled / (double)(drawn + culled);
// v->vfc_ratio = (double)culled / (double)(drawn + culled);
v->vfc_ratio = 0.0;
// printf("drawn = %d culled = %d saved = %.2f\n", drawn, culled,
// v->vfc_ratio);
}
// $Log$
// Revision 1.12 1998/05/23 14:09:23 curt
// Added tile.cxx and tile.hxx.
// Working on rewriting the tile management system so a tile is just a list
// fragments, and the fragment record contains the display list for that fragment.
//
// Revision 1.11 1998/05/20 20:53:55 curt
// Moved global ref point and radius (bounding sphere info, and offset) to
// data file rather than calculating it on the fly.