This allows to display objects that are in /ai/models/, but not managed
by the AI manager, and it follows fgfs' design principle that subsystems
should communicate over the property tree (if possible). This is a tad
slower, but the radar is only updated once every second.
- this exposed a bizarre issue on Mac where dragging in <AGL/agl.h> in
extensions.hxx was pulling in all of Carbon to the global namespace
- very scary. As a result, I now need to explicitly include CoreFoundation
in fg_init.cxx.
- change SG_USING_STD(x) to using std::x
- don't keep oodles of class member variables public (eek!)
- use ::hasValue() instead of ::getType() != SGPropertyNode::NONE
- consistency fixes and cosmetics
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
Turn OPENSCENEGRAPH_MAJOR_VERSION, OPENSCENEGRAPH_MINOR_VERSION and
OPENSCENEGRAPH_PATCH_VERSION into a single number for comparisons in the
preprocessor.
together -- there's only *one* instrument node now
- don't take "random" tacan, but <tacan-source> from the instrumentation
config (or /instrumentation/tacan[0] by default)
- don't take "random" display-controls from /instrumentation/tacan[0]
- default name is now "radar" (formerly "wxradar")
- re-enable od_gauge ("owner drawn" render-to-texture instruments)
- implement radar in c++ (unlimited number of clouds/ai/mp/... objects,
better performance)
I have corrected a few bugs with the owner draw gauge, weather radar code and heat-haze effect.
- od_gauge.cxx :
corrected a rendering bug where the generated texture was only visible
from a certain angle or distance ;
corrected the search of textures inside the aircraft scene graph ;
- wxRadar.cxx :
the echo of clouds was lost when the pilot was not looking in the
plane direction ;
I had a quick view over the ssgBase::ref() calls in flightgear.
I made them all symmetric and used ssgDeRefDelete to dereference them.
This has the basic advantage that ssgDeRefDelete additionaly deletes the
memory instead of just decrementing the reference cound without deletion ...
This includes an incorrect deref instead of a ssgDeRefDelete in the placement
transform registration I introduced earlier. I believe that this causes the
problems with long flights (unverified, but with a big propability).
Changes
=======
- acmodel.cxx :
we now have an optional new property (/sim/model/texture-path) that is used
as the first path in wich aircraft textures are searched. If textures are not
found there then the usual texture path or model path is used ;
This allows to replace only needed textures for liveries ;
- options.cxx :
added a new --livery=xxx option for the user pleasure ;
this will just set the /sim/model/texture-path property with /livery/xxxx
- od_gauge.cxx, og_gauge.hxx, cockpit.cxx, cockpit.hxx,
generic-instrumentation.xml :
added an helper class that contain a rendering context for glass instrument
or any other opengl drawn instrument ;
- wxradar.cxx, instrument_mgr.cxx, wxradar.hxx :
first experimentation of a weather radar ;