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