This will use the inherently unsafe versions of the load methods which can result in deleting an object (from the cache) that has just been loaded in the database thread.
Symptom OSG WARN deleting still referenced object.
This was something that happened when random vegetation was off, but tree shadows was on.
Adding random vegetation would then reliably cause an exception.
- Rename zfstream.cxx (resp. zfstream.hxx) to gzfstream.cxx (resp.
gzfstream.hxx)
This is because these files only deal with the gzip format (RFC 1952),
while zlib can actually read and write two slightly different formats:
this one and the "ZLIB Compressed Data Format" (RFC 1950). Since I am
going to add std::streambuf and std::istream subclasses able to deal
with both formats (and supporting data sources that are general
std::istream instances, not just files), this renaming will make
things a bit clearer, I hope.
- Add new folder simgear/io/iostreams and move the following files to
this folder:
simgear/misc/gzcontainerfile.cxx
simgear/misc/gzcontainerfile.hxx
simgear/misc/gzfstream.cxx
simgear/misc/gzfstream.hxx
simgear/misc/sgstream.cxx
simgear/misc/sgstream.hxx
simgear/misc/sgstream_test.cxx
- Adapt other files accordingly (mainly #includes and CMakeLists.txt
files).
In pt_lights.cxx in SGLightFactory::getOdal, at segment "centerline lights",
the decrement loop index i is initialized with lights.getNumLights(), then is used at lights.getLight. (ERROR)
The function getNumLights is set to the size of the vector which is one more than the max index refernce.
This restores the behavior that was in place before commit 8ddb99f62f
Fix bug reported by Thorsten RENK on the mailing list
that random objects were only being displayed if random
objects were also present for the tile. Also fix crash
if none of the random object models were found.
QuadTree relies on a bounding box to set up correctly.
ProxyNodes don't have a BB until the model is loaded,
causing the QuadTree to collapse if the DB loader can't
keep up with the STG loader.
Fix this by creating a default BB before the model
is loaded.
- do not save the TileGeometryBin and matcach in the randomObjectCallback
- recreate matcache, and get TileGeometry from scenegraph
- split obj.cxx into three distinct files - loadBTG, load surface geometry, and load tile details
- includes fix for sceneries that have missing materials