"the [...] patch (for fg) increases the time before invisible geometry (i.e.
geometry not inside the view frustrum) gets deleted. default was 10 seconds
which i am increasing to 2 minutes."
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
Reindent to Stroustrup style.
Make FGPrecipitationMgr an SGSubsystem and remove all references to it
in main.cxx and renderer.cxx.
Use SGGeod::makeZUpFrame instead of a private function in
tileentry.cxx. Rewrite that function, WorldCoordinate, to use
makeZUpFrame too.
As discussed with Tim on irc: Here is a quick fix for the memory-hungry tile
manager. Due to bugs in FGNewCache, old tiles were never deleted.
I left the timestamp-updates in the cull-traversal. but imho things work
just as well when timestamps are updated in FGNewCache::insert_tile() and
FGNewCache::get_tile()
The LOD far range on the tile entry scenegraph node was initialized to
0. This meant that any traverals of active children that happened
before the tile manager updated the node would ignore the node
altogether. Among these is the groundcache traversal which was failing
at startup even though scenery was loaded.
Also added a function to dump scene graph nodes to files; very handy
in gdb.
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.
src/FDM/flight.cxx src/FDM/flight.hxx
src/FDM/LaRCsim/LaRCsim.cxx src/FDM/SP/ADA.cxx
src/Scenery/scenery.cxx src/Scenery/scenery.hxx:
Remove obviously unused variables from FGInterface, make use of
SGMath functions. No longer use plib math functions in FGInterface.
* 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
src/Scenery/tileentry.cxx: Jonathan Wagner:
Removes black dots by accounting for radius of nodes
when calculating visible nodes for traversal without removing the
optimization. Confirmed fix with a few people on IRC.
src/Input/input.cxx src/Main/renderer.cxx
src/Main/renderer.hxx src/Scenery/scenery.cxx
src/Scenery/scenery.hxx: Move scenery picking into the renderer.
There is most of the required data defined. Also we can better use
the pick visitor that will be needed with th upcommung panel code.
src/AIModel/AIAircraft.cxx src/ATC/AILocalTraffic.cxx
src/FDM/flight.cxx src/FDM/flight.hxx src/FDM/groundcache.cxx
src/FDM/groundcache.hxx src/Main/fg_init.cxx src/Main/main.cxx
src/Scenery/hitlist.cxx src/Scenery/hitlist.hxx
src/Scenery/scenery.cxx src/Scenery/scenery.hxx
Make use of the attached SGMaterial reference userdata on scenegraph
leafs. Make the SGMaterial pointer available to the ground query
routines.
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
Insert empty string as marker between FG_SCENERY path elements.
FG_SCENERY=A:B expands to [A/Terrain, A/Objects, "", B/Terrain, B/Objects, ""]
(assuming that both A/ and B/ have Terrain/ and Objects/ subdirs).
tileentry.cxx -- FGTileEntry::load():
Check all tile dirs in FG_SCENERY from left to right: add all objects
to the scenery until a terrain tile was found: In this case read the
rest of that group (i.e. the Objects/ twin dir) and then stop scanning.
Better structuring of log messages & fix warnings.
sea tile, and finally process the objects. This guarantees that all objects
are placed relative to a valid tile center, rather than to the origin (0/0/0).
This is important for objects in sea tiles, and allows to display objects
of *.stg files that came sooner in FG_SCENERY.
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.