* Curtis L. Olson -- Friday 02 December 2005 18:09:
> Again, it's a shame that original functionality is lost when people come 
> later and make changes to complex code without fully understanding the 
> intent.

Isn't that one of the reasons why we have flightgear-cvslogs? For
code review? Like in any other F/OSS project?



> Ok, to summarize, if you can assure everyone that your patch doesn't 
> change any original behavor (the 'good' original behavior) and is well 
> tested, then sure go ahead and commit it.

OK. Thanks. I will present a patch after that which restores the
original, pre-Objects&Terrain behavior.



> It appears though that the scenery path semantics and devolved into an
> ill understood mess.

That's a bit harsh. One feature was added, and another was modified
(to the worse). This doesn't make it a mess. I think that the non-set
sea tile center is *as* big a "mess", and this was by design. But
nothing is set in stone. Everything can be fixed. And if nobody noticed,
and nobody cared, then it can't see the tragedy.



> We should discuss how we want the pathing to work and make the code do what 
> we want.  Right now it's a bit confusing [...]

I know at least FGTileEntry::load() good enough now to not find it
confusing.  :-)

We have to keep in mind that after the change to Terrain/ and Objects/
subdirs we *had* to process further dirs, namely the respective Objects/
directory. Even though we found a scenery file in the Terrain/ dir
(which was searched first).

Is the following behavior OK?

  Generate all objects from all FG_SCENERY paths until we found the
  first OBJECTS_BASE entry (including the other object entries in this
  *.stg file). Then read the matching Objects/ directory, too.
  But *then* stop scanning.

?

m.

_______________________________________________
Flightgear-devel mailing list
Flightgear-devel@flightgear.org
http://mail.flightgear.org/mailman/listinfo/flightgear-devel
2f585eeea02e2c79d7b1d8c4963bae2d

Reply via email to