SGPropertyNode materials;
- cout << "Reading materials from " << mpath << endl;
+ SG_LOG(SG_INPUT, SG_INFO, "Reading materials from " << mpath);
try {
readProperties(mpath, &materials);
} catch (const sg_exception &ex) {
void FGMaterialLib::load_next_deferred() {
// container::iterator it = begin();
for ( material_map_iterator it = begin(); it != end(); it++ ) {
- const string &key = it->first;
+ /* we don't need the key, but here's how we'd get it if we wanted it. */
+ // const string &key = it->first;
FGNewMat *slot = it->second;
if (slot->load_texture())
return;