#include <osg/MatrixTransform>
#include <simgear/constants.h>
-#include <simgear/math/SGMath.hxx>
#include <simgear/scene/sky/sky.hxx>
#include <simgear/scene/sky/cloud.hxx>
+#include <simgear/scene/util/OsgMath.hxx>
#include <Main/fg_props.hxx>
#include <Main/globals.hxx>
-#include <Main/renderer.hxx>
+#include <Viewer/renderer.hxx>
#include <Scenery/scenery.hxx>
#include "precipitation_mgr.hxx"
SGGeod geod = SGGeod::fromDegM(fgGetDouble("/position/longitude-deg", 0.0),
fgGetDouble("/position/latitude-deg", 0.0),
0.0);
- osg::Matrix position(geod.makeZUpFrame());
+ osg::Matrix position(makeZUpFrame(geod));
// Move the precipitation object to player position
transform->setMatrix(position);
// Add to scene graph
{
int i;
int max;
- double elev;
float result;
SGPropertyNode *boundaryNode, *boundaryEntry;
// For each boundary layers
while ( ( boundaryEntry = boundaryNode->getNode( "entry", i ) ) != NULL ) {
- elev = boundaryEntry->getDoubleValue( "elevation-ft" );
+ double elev = boundaryEntry->getDoubleValue( "elevation-ft" );
if (elev > result)
result = elev;