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The aircraft model used for external views was being included in the height

above terrain check so when the view position and the aircraft model collided
the current altitude kept getting pushed up to compensate, but of course the
aircraft model would get pushed up as well because it tracks the current
aircraft position and orientation.  Thus you had a never ending cycle ...
This commit is contained in:
curt 2000-01-13 20:12:16 +00:00
parent b89675ceb8
commit e7c6f292a5

View file

@ -767,7 +767,7 @@ static void fgMainLoop( void ) {
if ( cur_fdm_state->get_Altitude() * FEET_TO_METER <
(scenery.cur_elev + alt_adjust_m - 3.0) ) {
// now set aircraft altitude above ground
printf("Current Altitude = %.2f < %.2f forcing to %.2f\n",
printf("(*) Current Altitude = %.2f < %.2f forcing to %.2f\n",
cur_fdm_state->get_Altitude() * FEET_TO_METER,
scenery.cur_elev + alt_adjust_m - 3.0,
scenery.cur_elev + alt_adjust_m );
@ -1309,11 +1309,11 @@ int main( int argc, char **argv ) {
ssgEntity *tux_obj = ssgLoadAC( "glider.ac" );
// ssgEntity *tux_obj = ssgLoadAC( "Tower1x.ac" );
tux_obj->clrTraversalMaskBits( SSGTRAV_HOT );
penguin_pos->addKid( tux_obj );
penguin_sel->addKid( penguin_pos );
ssgFlatten( tux_obj );
ssgStripify( penguin_sel );
penguin_sel->clrTraversalMaskBits( SSGTRAV_HOT );
#ifdef FG_NETWORK_OLK
// Do the network intialization