When a model is not found in the custom scenery directories, load data
from base-package (instead of trying to access file "").
Also allow paged models to be loaded from custom scenery folders.
Priority scheme for tile loading/removing
Cleaner tile manager interface for AI/groundcache/...
Reduce start-up delay. Drop splash screen when inner scenery is available.
Be nice to osg loader: slow-down main loop while initial scenery is still loading.
Again, the previous commit did not complete for some reason.
Modified Files:
configure.ac src/AIModel/AIBase.cxx
src/ATCDCL/AILocalTraffic.cxx src/FDM/Makefile.am
src/FDM/flight.hxx src/FDM/LaRCsim/LaRCsim.cxx
src/Main/Makefile.am src/Main/fg_init.cxx src/Main/main.cxx
src/Main/viewer.cxx src/Main/viewer.hxx
src/Scenery/tilemgr.cxx src/Scenery/tilemgr.hxx
Partition depth in CameraGroup:
Remove the ViewPartionNode scenegraph node. The split rendering of the
scene, done to avoid Z buffer precision problems, is now done by two
slave cameras of the viewer.
Rename FGManipulator to FGEventHandler.
Remove virtual member functions that aren't required for event handlers.
Begin using camera group properties to update cameras at runtime;
Initially only the viewport properties are used.
When no camera group is found in the property tree (the default),
create the properties for one. Expose the default window by name.
Add a test for Boost headers to configure.ac. Boost is now a
dependency.
Remove GLUT and SDL versions of the OSG graphics.
From Till:
i started the project at the end of february with a simple idea: move all
3d-model loading to the DatabasePager-thread. my first attempts looked
promising, though they were a little too optimistic (or naive?). the patch
has evolved a lot since.
currently it does the following things:
1. revive SGModelLib, move functions for xml-model-loading there
2. replace all calls to sgLoad3dModel with calls to either
SGModelLib::loadModel() or SGModelLib::loadPagedModel()
almost all models will be loaded by the DatabasePager. the few exceptions are:
your own plane, shared models in scenery, random objects, AIBallistic models.
3. simplify mode-loading functions (avoid passing around fg_root)
4. avoid supurious MatrixTransform nodes in loaded models
5. fix some memory leaks
Make an OSG file reader for .stg files.
New class flightgear::SceneryPager, which is a subclass
osg::DatabasePager to handle explicit delete requests.
Modify FGNewCache, FGTileEntry, and FGTileManager to use
SceneryPager. Mostly this involved removing the queues that talked to
FGTileLoader.
Calculate accurate tile timestamps from the time they are traversed in
the cull stage (which means that they are visible) instead of updating
them periodically.
Replace tile entry transform and range node with one LOD node
Some cleanup in tileentry.cxx, but mostly code to implement loading of tiles
and their models without reference to FGTileEntry or SGBucket structures.
Also, don't do deferred model loading; load them when the tile is loaded.
* it says it's a warning (while in fact it's just saying what it's doing)
* the user can't do much here (yes, flying slower, but it doesn't say that :-)
* scrolling those countless messages in the terminal puts stress on the CPU
in a time when it's apparently already struggling
implement FGNasalModelData class for execution of XML <load> and <unload>
scripts. modelLoaded() is called by the model loader, and the destructor
on branch removal.
modelmgr.cxx:
tilemgr.cxx:
tileentry.[ch]xx:
make scenery and custom objects run their Nasal scripts on loading
and unloading. Let OBJECT_STATIC object not be cached.
* in some cases more specific sg exception types were used in place
of the more generic one, e.g., sg_io_exception instead of sg_exception
when the context of the error was an IO error
* in some cases, the error message was made more specific
* minor style fix for exception rethrowing --- using throw; whenever
a re-throw is made; sometimes optimizing away the exception symbol name
in the catch handler at all
* more specific catch handlers added in some places -- e.g.,
an sg_io_exception caught ahead of sg_exception
metar fetcher. Effectively this caused the metar thread and the main
thread to both attempt to fetch weather data. This could lead to long pauses
when the main thread decided to fetch the weather, and introduced a race
condition that could cause a segfault/crash.
Investigating this issue, I discovered that even longer ago, someone confused
#defines and #ifdef symbols with C/C++ variables. If I #define XYZ 0 it is
defined so #ifdef XYZ is true, not false like a variable. Our thread
detection made this mistake and there were follow up patches to work around
it.
So I fixed the configure script (ahhh, reading the autoconf manual is highly
recommended excercise for people editing the configure.ac file.) I also
discovered that we were hardwiring with_threads=yes with no way via configure
options to disable threads from the build so I fixed that.
Then I patched up the #ifdef's scattered through the code to match the
configure script changes, oh and by the way, I stumbled upon a past typo
that led to the race condition in the metar fetching thread and fixed that.
I tried to make sure accessor functions which return by reference act
on const objects. also replaced some iterators with const_iterator
and a few return/pass by reference that were missed the first time
around.
There was a patch from Manuel Masing a few months ago which cleaned up
SGLocation's way depending on input values. That means that with that patch
SGLocation does no longer have calls with unneeded input arguments.
I took his patch and integrated that into flightgear and made maximum use of
that changes.
Erik Hofman:
Remove some duplicate code that was moved to simgear/compiler.h
I have prepared a patch that:
- Introduces a FGTileMgr::scenery_available method which asks the tilemanager
if scenery for a given range around a lat/lon pair is already loaded and make
use of that method at some -9999 meter checks.
- Introduces a FGScenery::get_elevation_m method which queries the altitude at
a given position. In constrast to the groundcache functions this is the best
choice if you ask for one *single* altitude value. Make use of that thing in
AI/ATC classes and for the current views ground level. At the current views
part the groundcache is reused if possible.
- The computation of the 'current groundlevel' is no longer done on the
tilemanagers update since the required functions are now better seperated.
Alltogether it eliminates somehow redundant terrain level computations which
are now superseeded by that more finegrained functions and the existence of
the groundcache. Additionally it introduces an api to commonly required
functions which was very complex to do prevously.
Changes
=======
New volumetric shadows for FlightGear.
There is now two new checkboxes in the rendering dialog to enable/disable shadows
for the user aircraft and for static scenery objects (ie those defined in the .stg files).
AI and random objects are not handled for the moment.
known bugs
==========
- ghost objects
It happens regularly during normal operation (ufo!) and only informs about
unfortunate, but known and deliberate behavior. The user can't do anything
about it, anyway. And finally: flooding the console with this message does
only *add* to fgfs' sluggish performance and makes every other message
go unnoticed.