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minor tweaks.

This commit is contained in:
curt 1998-11-23 21:49:48 +00:00
parent a83788c587
commit be02039e9c

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@ -239,7 +239,7 @@ static double point_line_dist_squared( const Point3D& tc, const Point3D& vp,
dist = fgPointLineSquared(p, p0, d); dist = fgPointLineSquared(p, p0, d);
// printf("dist = %.2f\n", dist); // cout << "dist = " << dist << endl;
return(dist); return(dist);
} }
@ -475,21 +475,31 @@ fgTileMgrCurElev( double lon, double lat, const Point3D& abs_view_pos ) {
if ( dist <= FG_SQUARE(frag_ptr->bounding_radius) ) { if ( dist <= FG_SQUARE(frag_ptr->bounding_radius) ) {
if ( frag_ptr->intersect( abs_view_pos, if ( frag_ptr->intersect( abs_view_pos,
earth_center, 0, result ) ) { earth_center, 0, result ) ) {
FG_LOG( FG_TERRAIN, FG_DEBUG, "intersection point " <<
result );
// compute geocentric coordinates of tile center // compute geocentric coordinates of tile center
Point3D pp = fgCartToPolar3d(result); Point3D pp = fgCartToPolar3d(result);
FG_LOG( FG_TERRAIN, FG_DEBUG, " polar form = " << pp );
// convert to geodetic coordinates // convert to geodetic coordinates
fgGeocToGeod(pp.lat(), pp.radius(), &lat_geod, fgGeocToGeod(pp.lat(), pp.radius(), &lat_geod,
&alt, &sea_level_r); &alt, &sea_level_r);
// printf("alt = %.2f\n", alt); // printf("alt = %.2f\n", alt);
// exit since we found an intersection // exit since we found an intersection
return(alt); if ( alt > -9999.0 ) {
// printf("returning alt\n");
return alt;
} else {
// printf("returning 0\n");
return 0.0;
}
} }
} }
} }
} }
printf("no terrain intersection found\n"); cout << "no terrain intersection found\n";
return(0); return 0.0;
} }
@ -632,6 +642,9 @@ void fgTileMgrRender( void ) {
// $Log$ // $Log$
// Revision 1.44 1998/11/23 21:49:48 curt
// minor tweaks.
//
// Revision 1.43 1998/11/09 23:40:52 curt // Revision 1.43 1998/11/09 23:40:52 curt
// Bernie Bright <bbright@c031.aone.net.au> writes: // Bernie Bright <bbright@c031.aone.net.au> writes:
// I've made some changes to the Scenery handling. Basically just tidy ups. // I've made some changes to the Scenery handling. Basically just tidy ups.