Generate random vegetation of VPB tiles. Currently
prototype that generates same vegetation for all landclass types.
Needs additional work to
a) make the scenegraph more efficient
b) support different material definitions of vegetation.
Fix the cull callback to continue with normal culling. Also move
where the particle frame is added to the scene graph, to be sure
we don’t modify the scene during OSG traversals.
Ensure all data members are correctly re-initialzied when doing a reset.
This shoed up as negative ‘bytes downloaded’ counts after a TerraSync
abandon and retry.
Extend our own particle manager to replace the OSG particle system
updater. This fixes thread-safety and also timing (better match to
simulation dt values). We also use weak pointers (observer_ptr in
OSG terminology) to ensure particle systems are released once their
frame is gone.
Increased some diagnostics to SG_ALERT if terrasync checksums fail.
Show failed URLs; show SyncItem::Type enum names; show SyncItem::Status enum
names.
Configure the VPB elevation mesh via properties:
/scenery/elevation-mesh/sample-ratio controls the elevation
mesh sampling, allowing reduction in mesh size
/scenery/elevation-mesh/vertical-scale is just for fun and
scales the mesh vertically making mountains taller.
/scenery/elevation-mesh/constraint-gap-m controls how much below
airports etc. elevation vertices are forced to be.
Previously if the elevation of the terrain vertices was higher
than the airport, the terrain pushed through the airport, looking
ugly.
This adds the concept of elevation constraint models, which the
VPBTechnique applies when generating terrain vertices.
Simply add a scenery model to the contraints on the technique,
and terrain won't poke through it.
The 'spin' animation has a strange behaviour:
it pushes a temporary rotation matrix on the transformation stack during
cull traversal, and removes it thereafter.
Thus, the rotation matrix is missing outside of cull traversal, e.g.
when the position of Compositor lights is computed.
The same issue was fixed for the 'rotate' animation by commit
e202d4e4a5
(this mentions broken 'picking' animations as a different manifestation
of the same issue).
Fix this by setting the angle of the persistent SGRotateTransform,
instead of creating a temporary rotation matrix.
Avoid hard-coding the archive extension, and ensure the extracted
archive directory is not orphaned on update. Finally, use the
literal filename in the .dirindex when computing the hash, rather
than adding a .tgz extension.
Traversing a container which is modified causes crashes, take a copy
during traversal for firePackageStatus.
Sentry-Id: FLIGHTGEAR-CJF
Sentry-Id: FLIGHTGEAR-CJ5
Previously attempting to start on an ocean tile with static
models present cause FG to spin on "Loading Scenery".
This was caused by not creating a BVH for an ocean tile in
the specific case where there was STG models, due to a PagedLOD
node being inserted in the scene graph. So
FG never thought the scenery was loaded sufficient to place
the aircraft.
By explicitly creating a BVH for ocean tiles the problem is
fixed.
Candidate for 2020.X
Metar sky condition without base layer height (e.g. FEW///) is the cause of this issue.
Randomize the base layer height when the actual height is unknown.
This time it tries to be as compatible as possible with older hardware setups.
The only feature that might not be supported by some really old hardware
(or picky drivers) is floating point textures. There is no way around that
though, so this is as compatible as we can be with GL 2.1 level hardware.