=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-12-09_16:38:10 (timoore)
/var/cvs/SimGear-0.3/source/simgear/scene/model/ModelRegistry.cxx

Work around osg Registry path list problems

The OSG reader plugins overwrite the path list passed in options with the local
directory of the file being read, forcing you to set the path list in
the Registry. I think this a bug, but in the meantime here's a workaround.


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-12-10_02:30:43 (timoore)
/var/cvs/SimGear-0.3/source/simgear/scene/model/ModelRegistry.cxx

Check for null options before changing path in registry


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-12-11_05:07:21 (timoore)
/var/cvs/SimGear-0.3/source/simgear/misc/PathOptions.cxx
/var/cvs/SimGear-0.3/source/simgear/scene/model/ModelRegistry.cxx

minor fix to ModelRegistry and syntax changes for Windows

Create the local path in the right order in OptionsPusher. When
OptionsPusher is used, put it inside a new code block so the order of
destruction with respect to the mutex on reader functions id clear.

Add #include <algorithm> to top of ModelRegistry.cxx.

Change include syntax in PathOptions.cxx


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2007-12-11_15:28:37 (durk)
/var/cvs/SimGear-0.3/source/configure.ac

New version number.


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2007-12-12_11:38:19 (timoore)
/var/cvs/SimGear-0.3/source/simgear/scene/sky/cloud.cxx
/var/cvs/SimGear-0.3/source/simgear/scene/sky/cloud.hxx

Backport of cloud layer texture origin fix

>From the OSG commit message:
    Don't reset the random texture base when rebuilding a cloud layer
    This fix removes obnoxious visuals (texture jumping) when a cloud
    layer is moved due to a metar update or, more significantly, when
    switching from metar to a scenario.

With help from Vivian Meazza


=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
2007-12-13_17:30:24 (timoore)
/var/cvs/SimGear-0.3/source/simgear/scene/tgdb/GroundLightManager.cxx
/var/cvs/SimGear-0.3/source/simgear/scene/tgdb/GroundLightManager.hxx

Use node masks and shared state sets to manage ground lights

Do away with the switch in each terrain tile for the ground lights. They are
turned on by node masks now.

Share state sets among all the light nodes and manage the fog values through a
"GroundLightManager" instead of having separate state sets and callback
functions for each group in each tile.


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2007-12-13_17:30:25 (timoore)
/var/cvs/SimGear-0.3/source/simgear/scene/util/RenderConstants.hxx

Use node masks and shared state sets to manage ground lights

Do away with the switch in each terrain tile for the ground lights. They are
turned on by node masks now.

Share state sets among all the light nodes and manage the fog values through a
"GroundLightManager" instead of having separate state sets and callback
functions for each group in each tile.


2f585eeea02e2c79d7b1d8c4963bae2d

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