// tile.cxx -- routines to handle a scenery tile // // Written by Curtis Olson, started May 1998. // // Copyright (C) 1998 Curtis L. Olson - curt@infoplane.com // // This program is free software; you can redistribute it and/or // modify it under the terms of the GNU General Public License as // published by the Free Software Foundation; either version 2 of the // License, or (at your option) any later version. // // This program is distributed in the hope that it will be useful, but // WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software // Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. // // $Id$ #include #ifdef FG_MATH_EXCEPTION_CLASH # include #endif #include STL_FUNCTIONAL #include STL_ALGORITHM #include #include #include "Bucket/newbucket.hxx" #include "tile.hxx" FG_USING_STD(for_each); FG_USING_STD(mem_fun_ref); // Constructor fgTILE::fgTILE ( void ) : nodes(new double[FG_MAX_NODES][3]), ncount(0), used(false) { } // Destructor fgTILE::~fgTILE ( void ) { // free(nodes); delete[] nodes; } // Step through the fragment list, deleting the display list, then // the fragment, until the list is empty. void fgTILE::release_fragments() { FG_LOG( FG_TERRAIN, FG_DEBUG, "FREEING TILE = (" << tile_bucket << ")" ); for_each( begin(), end(), mem_fun_ref( &fgFRAGMENT::deleteDisplayList )); fragment_list.erase( begin(), end() ); used = false; }