Comments from Till:
I started the project at the end of february with a simple idea: move all
3d-model loading to the DatabasePager-thread. my first attempts looked
promising, though they were a little too optimistic (or naive?). the patch
has evolved a lot since.
currently it does the following things:
1. revive SGModelLib, move functions for xml-model-loading there
2. replace all calls to sgLoad3dModel with calls to either
SGModelLib::loadModel() or SGModelLib::loadPagedModel()
almost all models will be loaded by the DatabasePager. the few exceptions are:
your own plane, shared models in scenery, random objects, AIBallistic models.
3. simplify mode-loading functions (avoid passing around fg_root)
4. avoid supurious MatrixTransform nodes in loaded models
5. fix some memory leaks
- make one-shot sounds subject to volume and pitch control (To get
constant volume/pitch during the whole lifetime, just *configure*
the sound that way.)
Reindent everything to Stroustrup style and make member variable style
consistent.
Remove unused header files.
SGPrecipitation is now a subclass of osg::Referenced.
Initialize snow and ice intensity to 0 directly. The methods that set
the intensities change the value slowly and so don't work when the
initial value is garbage.
The QuadTreeBuilder class was completely revamped as a templated class
to support flexible creation of scene graph quad trees, and a major
bug was fixed as well. Now it actually generates quadtrees instead of
some weird striped thing.
One StateSet is shared among all the "forests." The trees are drawn
after normal terrain objects to minimize some of the transparency
related artifacts.
Lighting was implemented in the ShaderGeometry shader (for both
polygon sides). Ambient-diffuse values for trees are hard-coded in
TreeBin.cxx.
DotOsg wrappers were added for ShaderGeometry so it can be output in
the scene graph dump.
In addition to Stuart's changes, there's an independent quad tree
builder class for constructing loose quad trees from scene graph nodes.
Stuart also implemented changes to the random number generator suggested by
Andy Ross.
Move point lights to render bin 8, clouds to render bin 9. Turn on
AlphaFunc for cloud layers.
Create a StateAttributeFactory object to create and share common state
objects.