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.
airportList search function. At least for me (with a mutex-based SGAtomic),
large vectors of referenced-pointers is a Bad Thing - copying on vector
resize is thrashing the locks.
static FGAirport helpers. As a result, another global index goes away. Use
the helpers to avoid ugly FGPositioned down-casts in various places.
Also converts the environment/METAR code to deal with FGAirport pointers,
instead of string identifiers, and contains work-in-progress code to implement
the AirportList dialog using FGPositioned. This isn't enabled yet for various
reasons, but is the final piece to allow FGAirportList to be removed.
gone. This is good news, since the old query was implemented as a linear
search, sorted by Manhattan distance, and with a warning not to use the logic
at runtime. Various systems (such as the Mk-VIII) do query such data often,
eg every second.
Also gets Point3D out of Airports/simple.hxx, as a precursor to removing it
completely.
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.
const) which were previously tricky but now easy. Make it possible not to
index certain types (used for taxiways) and exclude anonymous items from
the name index. Related to this, clean up FGRunway further - remove some public
members, and fix a dumb bug of mine, where we create reciprocal entries for
taxiways.
This should make startup (slightly) quicker, and shrinks FGRunway somewhat.
Add a helper predicate to FGAirport to encapsulate the common 'does this
airport have a suitable runway of at least xxxx ft?' query. Also add a
FGPositioned filter built on the predicate, and a 'closest airport' helper.
"I've managed to fix this by differentiating rebuilding the 3D layers
(e.g. due to METAR updates) from rebuilding the entire environment (due to a
change in scenario)."
dirs is only fast enough with hot file-cache, but a bit too painful
otherwise. Updating the aircraft.list is now easier, though: Just
type $ fgfs --aircraft=?<TAB>
reverts one of my changes which ensured that the 3D clouds were updated with
METAR. Unfortunately this had the side-effect of over-writing the environment
properties, and therefore nuking the interpolation work.
Attached is yet another 3D clouds patch, to fix the following:
1) The 3D clouds were not modified by the cloud coverage, due to some problems with osg::Switch
2) METAR changes to cloud coverage were not obeyed.
3) Making changes via the Cloud dialog had no effect unless 3D clouds were toggled.
4) Cloud cover was too sparse.
5) 3D Stratus clouds caused performance issues on some hardware (fixed by removing 3D stratus from cloudlayers.xml - it will now be a 2D layer).
displayed garbage in the title line if one left a directory. Jester
spent a lot of time finding the cause: a bug that must have been
there since ... forever: fgfs reported to PUI the string addresses
as returned by SGPropertyNode::getStringValue() without considering
that this address isn't valid after the next write access to that
node! It's almost a miracle that it worked so well for so long,
despite that issue. (I also used to opportunity for some more
cleanup -- so I'm to blame for any newly introduced bugs, and
also for reverting some of Jester's cleanups. :-)
- Removes the cloud type re-use code - I think they aren't worth the graphical artefacts that they cause in light of Tim's improvements
- Changes the transparency of the clouds. Previously, the clouds were transparent at 0m distance, opaque at 200m, then gradually more transparent to the fog limits. This meant they were generally quite transparent. Now, they are opaque from 200m to 15km, then become transparent at 20km. A side effect of this is that the current textures could probably benefit from being made slightly transparent to improve the blending of the sprites against each other.
Here's a patch which refactors the 'plain' GPS code into a slightly
more manageable structure - i.e breaks the large update() method into
various sub-functions. I've tested the patch with B1900d, and things
seem to work as expected, but if anyone experiences GPS weirdness
after this is committed, of course please report it.
The motivation for this was helping me learn the code - I've planning
some changes in this area, and splitting up the logic will hopefully
make that task easier.