The message 'Alert: catching up on tile delete queue'
comes from the fact that 48 tiles are scheduled and
added to the cache at startup before the plane location
is initialized. My proposed patch is to initialize
SGLocation with an invalid position and detect this
fact before scheduling tiles. I prefer to do that
rather than testing for lon and lat being 0,0 because
it is a valid position and someone could want to fly
near Accra.
account for variation in lighting alignment, but it's more useful than the
previous attempt which was based on a misunderstanding of how environment
mapping worked.
places now use sgCartToGeod() instead of rolling their own
approximation. And YASim is now using exactly the same 3D coordinate
system as the rest of FlightGear is.
are cosmetic, but we now have a combination of code that seems to work
very robustly. I was able to land the yf23 at about 130 kts on the lower
level of the bay bridge and then taxi the entire length.
traingle strips right ... it was mixing up the vertex ordering slightly.
Oh what the heck, it was really screwing up tristrips. Everything else looks
correct though. :-) Hurray for the red book.
1. Do not stop scanning STG files after OBJECT_BASE is found.
2. Load OBJECT_BASE only once.
3. Load OBJECT only when no OBJECT_BASE has been found or when
OBJECT_BASE was found in the same file (probably should be only the
latter, if we constrain OBJECT_BASE always to come first).
4. Always load OBJECT_STATIC and OBJECT_SHARED.
from the rest of the runway lighting. VASI/PAPI lights are generally
always on. Also, the red/white VASI coloring has never worked right.
This is also a step towards fixing that problem.
This patch is there to correct a problem that prevent to load static objects when specifying a relative fg-root or a different, relative, fg-scenery. It appears that there is a mix between fg-root, fg-scenery and PLIB's model-dir.
It has been reported on the list that users are not able to see the buildings, especially those running the win32 builds because they run 'runfgfs.bat' that set FG_ROOT=./DATA.
I decided not to use model-dir because it just add confusion and to build a valid path earlier.
search when loading scenery tiles. (I am not set on using ";" as the
delimiter because it is a command separator in unix, but ":" is a critical
part of the windows file naming scheme (c:\foo\bar) so that is even worse.)
Example:
--fg-scenery=/stage/fgfs04/curt/Scenery-0.9.1/Scenery;/stage/helio1/curt/Scenery
-0.7.9
the ascii scenery file format has actually worked in quite some time, and the
ADA runway light code has been supersceded by a slightly different mechanism.
scene management code and organizing it within simgear. My strategy is
to identify the code I want to move, and break it's direct flightgear
dependencies. Then it will be free to move over into the simgear package.
- Moved some property specific code into simgear/props/
- Split out the condition code from fgfs/src/Main/fg_props and put it
in it's own source file in simgear/props/
- Created a scene subdirectory for scenery, model, and material property
related code.
- Moved location.[ch]xx into simgear/scene/model/
- The location and condition code had dependencies on flightgear's global
state (all the globals-> stuff, the flightgear property tree, etc.) SimGear
code can't depend on it so that data has to be passed as parameters to the
functions/methods/constructors.
- This need to pass data as function parameters had a dramatic cascading
effect throughout the FlightGear code.
maintianed or upgraded in a *long* time so it didn't support many new
features like the runway lighting. If anyone was using it for anything,
it should not be a huge amount of work to switch to the binary format.
SimGear includes a reader and writer for the binary format.