namespace simgear
{
-void ShaderGeometry::addTree(const TreeBin::Tree& t)
+void ShaderGeometry::addObject(const Vec3& position, float scale,
+ int texture_index)
{
if (!_posScaleArray.valid()) {
_posScaleArray = new Vec4Array();
_vertexAttribArray = new FloatArray();
}
- _posScaleArray->push_back(Vec4(t.position.osg(), t.scale));
- _vertexAttribArray->push_back((float)t.texture_index / varieties);
+ _posScaleArray->push_back(Vec4(position, scale));
+ _vertexAttribArray->push_back((float)texture_index / varieties);
dirtyBound();
}
const Vec4Array* posScales = _posScaleArray.get();
if (!posScales)
return bb;
- size_t numPosScales = posScales->size();
+// size_t numPosScales = posScales->size();
for (Vec4Array::const_iterator iter = _posScaleArray->begin(),
e = _posScaleArray->end();
iter != e;
geom._geometry = drawable;
}
}
- int capacity = 0;
+// int capacity = 0;
if (fr.matchSequence("posScale %i {")) {
int entry = fr[1].getNoNestedBrackets();
int capacity;