if (!iNumItemsRead)
FAIL_RETURN_MSG(SKYRESULT_FAIL, "Error: SkyArchive::_Load(): failed to read Archive header.");
- _ulEndianSwap(&thisItem.iDataSize);
+ thisItem.iDataSize = ulEndianLittle32(thisItem.iDataSize);
_pName = new char[::strlen(thisItem.pName)+1];
::strcpy( _pName, thisItem.pName);
if (1 > iNumItemsRead)
FAIL_RETURN_MSG(SKYRESULT_FAIL, "Error: SkyArchive::_Load(): failed to read embedded archive item.");
- _ulEndianSwap(&embeddedItem.iDataSize);
+ embeddedItem.iDataSize = ulEndianLittle32(embeddedItem.iDataSize);
switch( embeddedItem.type)
//_boundingBox.SetMax(vecCenter + Vec3f(rRadius, rRadius, rRadius));
archive.FindUInt32("CldNumParticles", &iNumParticles);
- _ulEndianSwap(&iNumParticles);
+ iNumParticles = ulEndianLittle32(iNumParticles);
//if (!bLocal)
archive.FindVec3f("CldCenter", &vecCenter);
- _ulEndianSwap((unsigned int*)&vecCenter.x);
- _ulEndianSwap((unsigned int*)&vecCenter.y);
- _ulEndianSwap((unsigned int*)&vecCenter.z);
+ vecCenter.x = ulEndianLittleFloat(vecCenter.x);
+ vecCenter.y = ulEndianLittleFloat(vecCenter.y);
+ vecCenter.z = ulEndianLittleFloat(vecCenter.z);
Vec3f *pParticlePositions = new Vec3f[iNumParticles];
float *pParticleRadii = new float[iNumParticles];
for (unsigned int i = 0; i < iNumParticles; ++i)
{
- _ulEndianSwap((unsigned int*)&pParticlePositions[i].x);
- _ulEndianSwap((unsigned int*)&pParticlePositions[i].y);
- _ulEndianSwap((unsigned int*)&pParticlePositions[i].z);
+ pParticlePositions[i].x = ulEndianLittleFloat(pParticlePositions[i].x);
+ pParticlePositions[i].y = ulEndianLittleFloat(pParticlePositions[i].y);
+ pParticlePositions[i].z = ulEndianLittleFloat(pParticlePositions[i].z);
- _ulEndianSwap((unsigned int*)&pParticleRadii[i]);
-
- _ulEndianSwap((unsigned int*)&pParticleColors[i].x);
- _ulEndianSwap((unsigned int*)&pParticleColors[i].y);
- _ulEndianSwap((unsigned int*)&pParticleColors[i].z);
- _ulEndianSwap((unsigned int*)&pParticleColors[i].w);
+ pParticleRadii[i] = ulEndianLittleFloat(pParticleRadii[i]);
+ pParticleColors[i].x = ulEndianLittleFloat(pParticleColors[i].x);
+ pParticleColors[i].y = ulEndianLittleFloat(pParticleColors[i].y);
+ pParticleColors[i].z = ulEndianLittleFloat(pParticleColors[i].z);
+ pParticleColors[i].w = ulEndianLittleFloat(pParticleColors[i].w);
SkyCloudParticle *pParticle = new SkyCloudParticle((pParticlePositions[i] + vecCenter) * rScale,
pParticleRadii[i] * rScale,