The levels at which page nodes are built is exposed by an
osg database pager option SimGear::SPT_PAGE_LEVELS which could
contain a blank separated list of levels where paging occurs.
Also the database pagers paths are searched for static lower
level of detail tiles in case they are available.
This defers loading the models into a paged lod node
that is evaluated at a later point in time. That should
help for memory problems with higher visibilities.
Currently this fires on button release, but also after any mouse-wheel movement (since they are sent as buttons). This feels slightly wrong, but can't decide how a spring-loaded know would work, when interacting via the mouse-wheel. Comments welcome.
As part of this, pass the osgGA GUIEventAdapter down into the pick callbacks, which seems reasonable to me. If anyone can foresee issues with this, please let me know and I can adjust the API.
Change the bucket tiling at the poles not to cross the
0deg longitude and not to cross the 180deg longitude line.
This lets some special cases disappear for the buckets as well
as for the hierarchical level of detail spt loader.
Also change the last degree tiles from spanning 360 degrees to
12 degrees. Before we had 8 nested rings which neither helps
scenery paging nor culling. With that change the chunks are
about the same order of size than any other tile. Also the
tile shapes are much more friendly for culling and paging.
Also in presence of the current scenery, this polar tiles contain
as of today just totally broken geometry which tells me that
also the scenery generation process did not like these rings
for the tile shapes.
The impact on the current scenery is low. With this change the
polar regions do no longer load the tiles that are available
in the current scenery builds. The last degree tiles are broken
in this scenery version anyway. The next degree that is changed
will really loose some tiles that were sensible as of today.
All these areas are replaced with sea tiles by the old paging
structure. So, you will have at least ground below you when you
fly there. A hopefully comming soon scenery rebuild will
use this new tiling structure and thus will be the first one
providing closed polar caps.
Work-around a crash on certain Mac builds (I can't tell why other work fine) where the called parameters to apr_pool_create_ex are problematic. Explicitly pass the default values for the function.
parseColor is used to parse a CSS color string into an osg::Vec4
which is only available in SimGearScene. If someone needs the
function also in SimGear headless mode we have to think about
where to better place this function.
Flatten the leaf nodes in the paged bounding volume tree
as good as possible. The implementation still assumes a
whole world database which actually holds for our usual
scenery.
This kind of work is done two times for different
flavours of bounding volume generation. Factor
out and use this in BVHPageNodeOSG.cxx and
BoundingVolumeBuildVisitor.hxx.
Clang was complaining that SGSky has virtual methods, but no virtual destructor. It turns out we're never subclassing SGSky - it's used directly. Hence, remove all the 'virtual' attributes from its methods.
Always create only two SimGear libraries: SimGearCore and SimGearStatic, regardless of whether we're building static or shared. This requires an updated to FindSimGear.cmake module, for the static configuration.