#include <stdlib.h>
#include <string.h>
-#include "geometry.h"
-#include "mesh.h"
+#include <Scenery/geometry.h>
+#include <Scenery/mesh.h>
static vrmlGeometryType;
/* We've finished parsing the current geometry. Now do whatever needs
* to be done with it (like generating the OpenGL call list for
* instance */
-void vrmlHandleGeometry() {
+void vrmlHandleGeometry( void ) {
switch(vrmlGeometryType) {
case VRML_ELEV_GRID:
mesh_do_it(&eg);
/* Finish up the current vrml geometry statement */
-int vrmlFreeGeometry() {
+int vrmlFreeGeometry( void ) {
printf("Freeing geometry type = %d\n", vrmlGeometryType);
switch(vrmlGeometryType) {
* because we need it to calculate current ground elevation
* ... */
/* free(eg.mesh_data); */
+ ;
}
return(vrmlGeometryType);
}
/* $Log$
-/* Revision 1.4 1997/08/27 03:30:26 curt
-/* Changed naming scheme of basic shared structures.
+/* Revision 1.7 1998/01/19 19:27:15 curt
+/* Merged in make system changes from Bob Kuehne <rpk@sgi.com>
+/* This should simplify things tremendously.
/*
+ * Revision 1.6 1998/01/19 18:40:35 curt
+ * Tons of little changes to clean up the code and to remove fatal errors
+ * when building with the c++ compiler.
+ *
+ * Revision 1.5 1998/01/06 01:20:23 curt
+ * Tweaks to help building with MSVC++
+ *
+ * Revision 1.4 1997/08/27 03:30:26 curt
+ * Changed naming scheme of basic shared structures.
+ *
* Revision 1.3 1997/07/08 18:20:13 curt
* Working on establishing a hard ground.
*