]> git.mxchange.org Git - simgear.git/blobdiff - simgear/scene/model/shadowvolume.cxx
Provide something more sensible for the properties root
[simgear.git] / simgear / scene / model / shadowvolume.cxx
index 89eef9ce23895b25e42caef4397b640b73d398aa..3a164a16509772653f7cc529af31c355fbe92ade 100644 (file)
 //
 // You should have received a copy of the GNU General Public License
 // along with this program; if not, write to the Free Software
-// Foundation, 59 Temple Place, Suite 330, Boston, MA 02111-1307, USA
+// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
 //
 //
 
+#ifdef HAVE_CONFIG_H
+#  include <simgear_config.h>
+#endif
+
 #include <plib/sg.h>
-#include <plib/ssg.h>
-#include <simgear/props/props.hxx>
 #include <simgear/debug/logstream.hxx>
 #include <simgear/screen/extensions.hxx>
 #include <simgear/scene/model/animation.hxx>
 #include <simgear/scene/model/model.hxx>
 #include <simgear/environment/visual_enviro.hxx>
-#include SG_GLU_H
+#include <osg/GLU>
 
 #include "shadowvolume.hxx"
 
@@ -100,8 +102,8 @@ SGShadowVolume::ShadowCaster::ShadowCaster( int _num_tri, ssgBranch * _geometry_
        scenery_object ( 0 ),
        first_select ( 0 ),
        frameNumber ( 0 ),
-       numTriangles ( 0 ),
        indices ( 0 ),
+       numTriangles ( 0 ),
        vertices ( 0 ),
        lastSilhouetteIndicesCount ( 0 )
 {
@@ -638,7 +640,7 @@ static bool filterLeaf(ssgLeaf *this_kid) {
        if( ! leaf_name )
                return true;
        char lname[20];
-       int l = 0;
+       unsigned int l = 0;
        char *buff;
        for( buff = lname; *leaf_name && l < (sizeof( lname )-1); ++buff, l++ )
             *buff = tolower(*leaf_name++);
@@ -702,9 +704,9 @@ void SGShadowVolume::SceneryObject::find_trans(void) {
 }
 
 SGShadowVolume::SceneryObject::SceneryObject(ssgBranch *_scenery_object, OccluderType _occluder_type) :
-       pending_object ( _scenery_object ),
-       occluder_type ( _occluder_type ),
-       scenery_object ( 0 )
+        scenery_object ( 0 ),
+        pending_object ( _scenery_object ),
+        occluder_type ( _occluder_type )
 {
        // queue objects, don't do all the work in the first frames because of
        // massive cpu power needed
@@ -901,7 +903,6 @@ void SGShadowVolume::deleteOccluderFromTile(ssgBranch *tile) {
 }
 
 void SGShadowVolume::deleteOccluder(ssgBranch *occluder) {
-       ssgBranch *branch = occluder;
        // skip first node and go to first transform (placement)
        while( occluder && !occluder->isA(ssgTypeTransform()))
                occluder = (ssgBranch *) occluder->getKid(0);
@@ -915,9 +916,6 @@ void SGShadowVolume::deleteOccluder(ssgBranch *occluder) {
 }
 
 void SGShadowVolume::addOccluder(ssgBranch *occluder, OccluderType occluder_type, ssgBranch *tile) {
-
-       ssgBranch *branch = occluder;
-
        // skip first node and go to first transform (placement)
        while( occluder && !occluder->isA(ssgTypeTransform()))
                occluder = (ssgBranch *) occluder->getKid(0);