]> git.mxchange.org Git - simgear.git/blobdiff - simgear/scene/model/shadowvolume.cxx
Merge branch 'next' of git.gitorious.org:fg/simgear into next
[simgear.git] / simgear / scene / model / shadowvolume.cxx
index cd32bf5d7f370b6575dc0bf3859f88aa540ae1a2..88c652d5ebc1ce586d9114e1c848dc5128a6b917 100644 (file)
 #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"
 
@@ -548,7 +546,7 @@ void SGShadowVolume::SceneryObject::computeShadows(void) {
                sgSetVec4( rotation[3], 0, 0, 0, 1);
 
                ShadowCaster_list::iterator iShadowCaster;
-               for(iShadowCaster = parts.begin() ; iShadowCaster != parts.end() ; iShadowCaster ++ ) {
+               for(iShadowCaster = parts.begin() ; iShadowCaster != parts.end() ; ++iShadowCaster ) {
                        (*iShadowCaster)->computeShadows(rotation, rotation_translation, occluder_type);
                }
 }
@@ -722,7 +720,7 @@ SGShadowVolume::SceneryObject::SceneryObject(ssgBranch *_scenery_object, Occlude
 SGShadowVolume::SceneryObject::~SceneryObject()
 {
        ShadowCaster_list::iterator iParts;
-       for(iParts = parts.begin() ; iParts != parts.end(); iParts++ ) {
+       for(iParts = parts.begin() ; iParts != parts.end(); ++iParts ) {
                delete *iParts;
        }
        parts.clear();
@@ -866,7 +864,7 @@ SGShadowVolume::SGShadowVolume( ssgBranch *root ) :
 
 SGShadowVolume::~SGShadowVolume() {
        SceneryObject_map::iterator iSceneryObject;
-       for(iSceneryObject = sceneryObjects.begin() ; iSceneryObject != sceneryObjects.end(); iSceneryObject++ ) {
+       for(iSceneryObject = sceneryObjects.begin() ; iSceneryObject != sceneryObjects.end(); ++iSceneryObject ) {
                delete iSceneryObject->second;
        }
        sceneryObjects.clear();