#include <Main/fg_props.hxx>
#include <Scenery/tileentry.hxx>
+#include "newmat.hxx"
#include "matlib.hxx"
+SG_USING_NAMESPACE(std);
SG_USING_STD(string);
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) {
int nMaterials = materials.nChildren();
for (int i = 0; i < nMaterials; i++) {
const SGPropertyNode * node = materials.getChild(i);
- if (node->getName() == "material") {
+ if (!strcmp(node->getName(), "material")) {
FGNewMat * m = new FGNewMat(node);
- vector<const SGPropertyNode *>names = node->getChildren("name");
- for (int j = 0; j < names.size(); j++) {
+ vector<SGPropertyNode_ptr>names = node->getChildren("name");
+ for (unsigned int j = 0; j < names.size(); j++) {
+ string name = names[j]->getStringValue();
m->ref();
- matlib[names[j]->getStringValue()] = m;
+ // cerr << "Material " << name << endl;
+ matlib[name] = m;
SG_LOG( SG_TERRAIN, SG_INFO, " Loading material "
<< names[j]->getStringValue());
}
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;