diff --git a/Objects/fragment.cxx b/Objects/fragment.cxx index c36136479..60f171a26 100644 --- a/Objects/fragment.cxx +++ b/Objects/fragment.cxx @@ -68,8 +68,7 @@ fgFRAGMENT::fgFRAGMENT ( const fgFRAGMENT & rhs ) : material_ptr ( rhs.material_ptr ), tile_ptr ( rhs.tile_ptr ), display_list ( rhs.display_list ), - faces ( rhs.faces ), - num_faces ( rhs.num_faces ) + faces ( rhs.faces ) { } @@ -330,6 +329,12 @@ int fgFRAGMENT::intersect( const fgPoint3d *end0, } // $Log$ +// Revision 1.4 1998/09/15 01:35:03 curt +// cleaned up my fragment.num_faces hack :-) to use the STL (no need in +// duplicating work.) +// Tweaked fgTileMgrRender() do not calc tile matrix unless necessary. +// removed some unneeded stuff from fgTileMgrCurElev() +// // Revision 1.3 1998/09/08 21:40:42 curt // Updates from Bernie Bright. // diff --git a/Objects/fragment.hxx b/Objects/fragment.hxx index b2d4f81d8..afac9b569 100644 --- a/Objects/fragment.hxx +++ b/Objects/fragment.hxx @@ -114,12 +114,13 @@ public: container faces; // number of faces in this fragment - int num_faces; + int num_faces() { + return faces.size(); + } // Add a face to the face list void add_face(int n1, int n2, int n3) { faces.push_back( fgFACE(n1,n2,n3) ); - num_faces++; } // test if line intesects with this fragment. p0 and p1 are the @@ -133,7 +134,7 @@ public: fgPoint3d *result) const; // Constructors - fgFRAGMENT () : num_faces(0) { /*faces.reserve(512);*/} + fgFRAGMENT () { /*faces.reserve(512);*/} fgFRAGMENT ( const fgFRAGMENT &image ); // Destructor @@ -149,7 +150,6 @@ public: void init() { faces.erase( faces.begin(), faces.end() ); - num_faces = 0; } int deleteDisplayList() { @@ -176,6 +176,12 @@ operator == ( const fgFRAGMENT & lhs, const fgFRAGMENT & rhs ) { // $Log$ +// Revision 1.5 1998/09/15 01:35:04 curt +// cleaned up my fragment.num_faces hack :-) to use the STL (no need in +// duplicating work.) +// Tweaked fgTileMgrRender() do not calc tile matrix unless necessary. +// removed some unneeded stuff from fgTileMgrCurElev() +// // Revision 1.4 1998/09/10 19:07:09 curt // /Simulator/Objects/fragment.hxx // Nested fgFACE inside fgFRAGMENT since its not used anywhere else. diff --git a/Objects/material.cxx b/Objects/material.cxx index 2b83892e3..b4c48228b 100644 --- a/Objects/material.cxx +++ b/Objects/material.cxx @@ -34,6 +34,7 @@ #include #include +#include #include "Include/fg_stl_config.h" #include @@ -231,6 +232,8 @@ fgMATERIAL_MGR::fgMATERIAL_MGR ( void ) { void fgMATERIAL::render_fragments() { + // cout << "rendering " + texture_name + " = " << list_size << "\n"; + if ( empty() ) return; @@ -252,17 +255,17 @@ fgMATERIAL::render_fragments() for ( size_t i = 0; i < list_size; ++i ) { fgFRAGMENT* frag_ptr = list[i]; - current_view.tris_rendered += frag_ptr->num_faces; + current_view.tris_rendered += frag_ptr->num_faces(); if ( frag_ptr->tile_ptr != last_tile_ptr ) { // new tile, new translate + last_tile_ptr = frag_ptr->tile_ptr; xglLoadMatrixd( frag_ptr->tile_ptr->model_view ); } // Woohoo!!! We finally get to draw something! // printf(" display_list = %d\n", frag_ptr->display_list); xglCallList( frag_ptr->display_list ); - last_tile_ptr = frag_ptr->tile_ptr; } } @@ -348,6 +351,12 @@ fgMATERIAL_MGR::render_fragments() // $Log$ +// Revision 1.6 1998/09/15 01:35:05 curt +// cleaned up my fragment.num_faces hack :-) to use the STL (no need in +// duplicating work.) +// Tweaked fgTileMgrRender() do not calc tile matrix unless necessary. +// removed some unneeded stuff from fgTileMgrCurElev() +// // Revision 1.5 1998/09/10 19:07:11 curt // /Simulator/Objects/fragment.hxx // Nested fgFACE inside fgFRAGMENT since its not used anywhere else. diff --git a/Objects/obj.cxx b/Objects/obj.cxx index 974ecd21d..78f8066fb 100644 --- a/Objects/obj.cxx +++ b/Objects/obj.cxx @@ -101,6 +101,14 @@ fgPoint3d calc_tex_coords(double *node, fgPoint3d *ref) { pp.lon = fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.lon, 25.0); pp.lat = fmod(RAD_TO_DEG * FG_TEX_CONSTANT * pp.lat, 25.0); + if ( pp.lon < 0.0 ) { + pp.lon += 25.0; + } + + if ( pp.lat < 0.0 ) { + pp.lat += 25.0; + } + return(pp); } @@ -538,6 +546,12 @@ int fgObjLoad( const string& path, fgTILE *t) { // $Log$ +// Revision 1.4 1998/09/15 01:35:07 curt +// cleaned up my fragment.num_faces hack :-) to use the STL (no need in +// duplicating work.) +// Tweaked fgTileMgrRender() do not calc tile matrix unless necessary. +// removed some unneeded stuff from fgTileMgrCurElev() +// // Revision 1.3 1998/09/03 21:27:03 curt // Fixed a serious bug caused by not-quite-correct comment/white space eating // which resulted in mismatched glBegin() glEnd() pairs, incorrect display lists, diff --git a/Scenery/tilemgr.cxx b/Scenery/tilemgr.cxx index ebf1207e8..f185412ab 100644 --- a/Scenery/tilemgr.cxx +++ b/Scenery/tilemgr.cxx @@ -416,7 +416,7 @@ double fgTileMgrCurElev( double lon, double lat, fgPoint3d *abs_view_pos ) { list < fgFRAGMENT > :: iterator current; list < fgFRAGMENT > :: iterator last; double dist, min_dist, lat_geod, alt, sea_level_r; - double x, y, z; + // double x, y, z; int index, tile_diameter, i; c = &global_tile_cache; @@ -431,10 +431,10 @@ double fgTileMgrCurElev( double lon, double lat, fgPoint3d *abs_view_pos ) { index = c->exists(&p); t = c->get_tile(index); - scenery.next_center.x = t->center.x; - scenery.next_center.y = t->center.y; - scenery.next_center.z = t->center.z; - + // scenery.next_center.x = t->center.x; + // scenery.next_center.y = t->center.y; + // scenery.next_center.z = t->center.z; + earth_center.x = 0.0; earth_center.y = 0.0; earth_center.z = 0.0; @@ -445,10 +445,10 @@ double fgTileMgrCurElev( double lon, double lat, fgPoint3d *abs_view_pos ) { p.lon, p.lat, p.x, p.y, fgBucketGenIndex(&p) ); // calculate tile offset - x = (t->offset.x = t->center.x - scenery.center.x); - y = (t->offset.y = t->center.y - scenery.center.y); - z = (t->offset.z = t->center.z - scenery.center.z); - + // x = (t->offset.x = t->center.x - scenery.center.x); + // y = (t->offset.y = t->center.y - scenery.center.y); + // z = (t->offset.z = t->center.z - scenery.center.z); + // calc current terrain elevation calculate distance from // vertical tangent line at current position to center of // tile. @@ -592,18 +592,6 @@ void fgTileMgrRender( void ) { y = (t->offset.y = t->center.y - scenery.center.y); z = (t->offset.z = t->center.z - scenery.center.z); - m = t->model_view; - for ( j = 0; j < 16; j++ ) { - m[j] = v->MODEL_VIEW[j]; - } - - // Calculate the model_view transformation matrix for this tile - // This is equivalent to doing a glTranslatef(x, y, z); - m[12] = m[0] * x + m[4] * y + m[8] * z + m[12]; - m[13] = m[1] * x + m[5] * y + m[9] * z + m[13]; - m[14] = m[2] * x + m[6] * y + m[10] * z + m[14]; - m[15] = m[3] * x + m[7] * y + m[11] * z + m[15]; - #if defined( TEST_FOV_CLIP ) if( viewable(&(t->offset), t->bounding_radius) != viewable2(&(t->offset), t->bounding_radius) ) @@ -617,6 +605,18 @@ void fgTileMgrRender( void ) { if ( viewable(&(t->offset), t->bounding_radius) ) { // at least a portion of this tile could be viewable + m = t->model_view; + for ( j = 0; j < 16; j++ ) { + m[j] = v->MODEL_VIEW[j]; + } + + // Calculate the model_view transformation matrix for this tile + // This is equivalent to doing a glTranslatef(x, y, z); + m[12] = m[0] * x + m[4] * y + m[8] * z + m[12]; + m[13] = m[1] * x + m[5] * y + m[9] * z + m[13]; + m[14] = m[2] * x + m[6] * y + m[10] * z + m[14]; + m[15] = m[3] * x + m[7] * y + m[11] * z + m[15]; + // xglPushMatrix(); // xglTranslatef(t->offset.x, t->offset.y, t->offset.z); @@ -690,6 +690,12 @@ void fgTileMgrRender( void ) { // $Log$ +// Revision 1.37 1998/09/15 01:36:45 curt +// cleaned up my fragment.num_faces hack :-) to use the STL (no need in +// duplicating work.) +// Tweaked fgTileMgrRender() do not calc tile matrix unless necessary. +// removed some unneeded stuff from fgTileMgrCurElev() +// // Revision 1.36 1998/09/14 12:45:26 curt // minor tweaks. //