Andy Ross writes:
>
>While I'm thinking about it, can someone with knowlege please let me
>know that I've got the right facts for the following coordinate systems:
> What I'm fuzzier on is where
>the origin is when the scenery tiles are drawn (it has to be local, as
>floats don't have sufficient precision). I can probably figure it out
>from reading the code, but yell if there are nasty subtleties here.
Reread my post from yesterday about how the VIEW is created
and see -
main.cxx
void fgRenderFrame( void ) {
// calculate our current position in cartesian space
scenery.set_center( scenery.get_next_center() );
}
int FGTileMgr::update( double lon, double lat ) {
....
if ( tile_cache.exists( current_bucket ) ) {
current_tile = tile_cache.get_tile( current_bucket );
scenery.set_next_center( current_tile->center );
} else {
SG_LOG( SG_TERRAIN, SG_WARN, "Tile not found (Ok if
initializing)" );
scenery.set_next_center( Point3D(0.0) );
}
...
}
void FGTileMgr::prep_ssg_nodes()
void FGTileEntry::prep_ssg_node( const Point3D& p, float vis) {
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