to have attached an ssg loaded object to this branch, then plib will remove
it and all it's states (and textures) which will call opengl api commands
which will crash the program if run from a separate thread from the main render
thread.
- model loading deferred to primary thread
- tile removal deferred to paging thread
- other tweaks and rearrangments.
Airport signs
- first stab at some support for adding taxiway and runway signs. This
is non-optimal, but I'm under the gun for a demo.
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 This has been replaced by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. :-)
structure. The new approach is simpler, more flexible, and more dynamics.
We can now dynamically size the tile cache up and down. Also, the range
of tiles to load is now dependent on visibility and is calculated to always
bring in enough tiles.
Better handling of missing tiles.
Added a range selector so we can completely ignore tiles that are beyond
our visibility range.
Added a routine to prep the ssg nodes before rendering by updating the
transform and range selector values.