time' code paths. The problem may lead to skipped fdm updates at very high
frame rates. The most visible effect of that was that the aircraft
slips backwards wrt the forward moving carrier.
Remove unused stuff.
Modified Files:
configure.ac projects/VC7.1/FlightGear.vcproj
projects/VC8/FlightGearLib.vcproj src/Cockpit/cockpit.cxx
src/FDM/Makefile.am src/FDM/flight.cxx src/FDM/flight.hxx
src/FDM/SP/Balloon.cxx src/FDM/SP/BalloonSim.cpp
src/FDM/SP/BalloonSim.h src/Main/Makefile.am
src/Main/fg_init.cxx src/Main/main.cxx src/Time/Makefile.am
Removed Files:
src/Time/fg_timer.cxx src/Time/fg_timer.hxx
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
localtime() is once commented out in simgear/io/sg_binobj.cxx and
a warning says the it can screw up sim time. This is only because
localtime() isn't thread-safe (and its thread-safe cousin localtime_r()
isn't portable). As long as all timing is done in the main thread
(which is the case) there should be no problem. Otherwise we'd have
to implement a simple mutex locked wrapper.
* Some support for geometry information provided by the custom scenery
project. Current support is for AI groundnets and runway use files only
since this is a switch that involves a lot of data verification and
updating, during the transistion the actual path where the data can be
read from is user configurable. setting the property
/sim/traffic-manager/use-custom-scenery-data to true
will cause flightgear to read the ground networks from the scenery
directory (--{fg-scenery}/Airports/[I]/[C]/[A]/[ICAO].groundnet.xml to be
precise). Setting this property to false will retain the original
behvior.
* For departing aircraft, runway takeoff calculations will be done on the
basis of the performance database. For testing purposes, a performance
estimate for a heavy jet has been added.
This was lost when I stopped cloning the near camera to make the far
camera. The result was a lot of breakage, including explicit camera
configurations not working and various ordering issues too.
This seems to be accepted OSG usage for slave cameras. It's possible
that this order is important for rendering instruments that use RTT
textures on systems without frame buffer object support. I'm thinking
that the resulting bugs may be implicated in the "black rectangle" problem.
The near/far boundary, called "near-field", can be set to 0 which
disables the far camera and renders the whole scene using only one
camera. I'm hoping that this may be useful in resolving some
system-specific rendering bugs.
Various fixes were made to correctly render the scene using only the
near camera.
by frequency (which makes sense), and use the FGPositioned spatial data if
required. As a result, the marker beacon list is gone (since beacons are only
searched spatially). In the process, clean up various minor things - most
notably, all the 'airport-related' navaids (ILS, GS, LOC, and the beacons) now
store a FGRunway* instead of an airport id string. This is more precise, and
saves string allocations.