a newly loaded tile to the scene graph. Instead it puts it in a queue
for the tile manager. I've used your counter_hack to check the loaded
queue and add any tiles to the scene graph. I was playing around with
the counter_hack so there might be some commented out code, etc. I also
changed some SG_DEBUGs to SG_INFOs so I could track the tile loading.
He writes:
Here are the final changes to add threads to the tile loading. All the
thread related code is in the new FGTileLoader class.
./configure.in
./acconfig.h
Added --with-threads option and corresponding ENABLE_THREADS
definition. The default is no threads.
./src/Scenery/tilemgr
Removed load_queue and associated references. This has been replaced by
a new class FGTileLoader in FGNewCache.
Made the global variable global_tile_cache a member.
schedule_needed(): removed global_tile_cache.exists() tests since
sched_tile() effectively repeats the test.
initialize_queue(): removed code that loads tiles since this is now
performed by FGTileLoader.
update(): ditto
./src/Scenery/newcache
Added new class FGTileLoader to manage tile queuing and loading.
tile_map typedefs are private.
exists() is a const member function.
fill_in(): deleted
load_tile(): added.
./src/Scenery/FGTileLoader
The new threaded tile loader. Maintains a queue of tiles waiting to be
loaded and an array of one or more threads to load the tiles. Currently
only a single thread is created. The queue is guarded by a mutex to
synchronize access. A condition variable signals the thread when the
queue is non-empty.
CLO: I made a few tweaks to address a couple issues, hopefully what we
have is solid, but now we kick it out to the general public to see. :-)