目标:(十七)中的问题40
这要先从TileNode的load说起,它会计算出一个priority,但这个优先级还不是request的优先级
osgEarthDrivers/engine_rex/TileNode.cpp
void
TileNode::load(TerrainCuller* culler)
{
const SelectionInfo& si = _context->getSelectionInfo();
int lod = getKey().getLOD();
int numLods = si.getNumLODs();
// LOD priority is in the range [0..numLods]
float lodPriority = (float)lod;
if ( _context->getOptions().highResolutionFirst() == false )
lodPriority = (float)(numLods - lod);
float distance = culler->getDistanceToViewPoint(getBound().center(), true);
// dist priority uis in the range [0..1]
float distPriority = 1.0 - distance/si.visParameters(0)._visibilityRange;
// add them together, and you get tiles sorted first by lodPriority
// (because of the biggest range), and second by distance.
float pr