"Frederic Bouvier" <[EMAIL PROTECTED]> writes:

> Is there a way to avoid the initial lock for scenery loading ?
> I understand this is a must have for users, but it slows 
> down development speed dramatically when you have to test the 
> apparence of a new building or landmark.

i think the fix for the scenery loading is not quite right. with it i
get a very strange spitfire cockpit (i.e. i can see through the
instrument panel and the body of the aircraft). looks like z-buffer
ordering is not done properly (screen depth is 16bp, using the radeon
freedesktop drivers). if i disable it, the cockpit looks normal again.
if could only figure out how to start the damn plane...

btw, the attached patch backs out of the "scenery loading" hack.

Index: main.cxx
===================================================================
RCS file: /var/cvs/FlightGear-0.9/FlightGear/src/Main/main.cxx,v
retrieving revision 1.173
diff -u -r1.173 main.cxx
--- main.cxx	23 Jul 2004 07:33:24 -0000	1.173
+++ main.cxx	24 Jul 2004 18:27:09 -0000
@@ -1209,13 +1209,13 @@
     if ( global_multi_loop > 0) {
         // first run the flight model each frame until it is intialized
         // then continue running each frame only after initial scenery load is complete.
-        if (!cur_fdm_state->get_inited() || fgGetBool("sim/sceneryloaded")) {
+//        if (!cur_fdm_state->get_inited() || fgGetBool("sim/sceneryloaded")) {
             fgUpdateTimeDepCalcs();
-        } else {
-            // only during scenery load
-            NewGUI * gui = (NewGUI *)globals->get_subsystem("gui");
-            gui->showDialog("scenery_loading");
-        }
+//        } else {
+//            // only during scenery load
+//            NewGUI * gui = (NewGUI *)globals->get_subsystem("gui");
+//            gui->showDialog("scenery_loading");
+//        }
     } else {
         SG_LOG( SG_ALL, SG_DEBUG, 
             "Elapsed time is zero ... we're zinging" );
@@ -1339,12 +1339,12 @@
 
     // END Tile Manager udpates
 
-    if (!fgGetBool("sim/sceneryloaded") && globals->get_tile_mgr()->all_queues_empty() && cur_fdm_state->get_inited()) {
-        fgSetBool("sim/sceneryloaded",true);
+//    if (!fgGetBool("sim/sceneryloaded") && globals->get_tile_mgr()->all_queues_empty() && cur_fdm_state->get_inited()) {
+//        fgSetBool("sim/sceneryloaded",true);
         // probably not efficient way to popup msg,  but is done only during scenery load
-        NewGUI * gui = (NewGUI *)globals->get_subsystem("gui");
-        gui->closeDialog("scenery_loading");
-    }
+//        NewGUI * gui = (NewGUI *)globals->get_subsystem("gui");
+//        gui->closeDialog("scenery_loading");
+//    }
 
     if (fgGetBool("/sim/rendering/specular-highlight")) {
         glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
--alex--

-- 
| I believe the moment is at hand when, by a paranoiac and active |
|  advance of the mind, it will be possible (simultaneously with  |
|  automatism and other passive states) to systematize confusion  |
|  and thus to help to discredit completely the world of reality. |
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