int woodcount = (int) (unit / wood_coverage);
- for (unsigned j = 0; j < woodcount; j++) {
+ for (int j = 0; j < woodcount; j++) {
if (wood_size < area) {
// We need to place a wood within the triangle and populate it
triangle_ref triangle = triangles[i];
if (indexMap[triangle[0]] == invalid) {
indexMap[triangle[0]] = vertices->size();
- vertices->push_back(getVertex(triangle[0]).vertex.osg());
- normals->push_back(getVertex(triangle[0]).normal.osg());
- texCoords->push_back(getVertex(triangle[0]).texCoord.osg());
+ vertices->push_back(toOsg(getVertex(triangle[0]).vertex));
+ normals->push_back(toOsg(getVertex(triangle[0]).normal));
+ texCoords->push_back(toOsg(getVertex(triangle[0]).texCoord));
}
deFacade.push_back(indexMap[triangle[0]]);
if (indexMap[triangle[1]] == invalid) {
indexMap[triangle[1]] = vertices->size();
- vertices->push_back(getVertex(triangle[1]).vertex.osg());
- normals->push_back(getVertex(triangle[1]).normal.osg());
- texCoords->push_back(getVertex(triangle[1]).texCoord.osg());
+ vertices->push_back(toOsg(getVertex(triangle[1]).vertex));
+ normals->push_back(toOsg(getVertex(triangle[1]).normal));
+ texCoords->push_back(toOsg(getVertex(triangle[1]).texCoord));
}
deFacade.push_back(indexMap[triangle[1]]);
if (indexMap[triangle[2]] == invalid) {
indexMap[triangle[2]] = vertices->size();
- vertices->push_back(getVertex(triangle[2]).vertex.osg());
- normals->push_back(getVertex(triangle[2]).normal.osg());
- texCoords->push_back(getVertex(triangle[2]).texCoord.osg());
+ vertices->push_back(toOsg(getVertex(triangle[2]).vertex));
+ normals->push_back(toOsg(getVertex(triangle[2]).normal));
+ texCoords->push_back(toOsg(getVertex(triangle[2]).texCoord));
}
deFacade.push_back(indexMap[triangle[2]]);
}