This gets rid of a lot of messy code. Although the performance is about
the same as the old code, there is the possibility of a big performance
boost if/when the polytope intersector is taught about KD trees.
T_PositionMsg had different sizes on 32 and 64 bit systems, which is bad when
a struct is put directly into an network message.
Try to work around this difference in old clients still on the network.
there is no valid active runway. This is not ideal, since it masks underlying
problems - the real fix is to make the runway-use code more robust and
validate input XML.
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.
"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.