- void addSprite(SGVec3f& p, int tx, int ty, float w, float h, float s, float cull, float cloud_height)
- {
- // Only add the sprite if it is further than the cull distance to all other sprites
- for (CloudShaderGeometry::CloudSpriteList::iterator iter = _cloudsprites.begin();
- iter != _cloudsprites.end();
- ++iter)
- {
- if (distSqr((*iter)->position, p) < cull)
- {
- // Too close - cull it
- return;
- }
- }
-
- _cloudsprites.push_back(new CloudSprite(p, tx, ty, w, h, s, cloud_height));
- }
-
+ void addSprite(const SGVec3f& p, int tx, int ty, float w, float h,
+ float s, float cull, float cloud_height);
+