// OSGFIXME
return;
list_of_lightning::iterator iLightning;
- for( iLightning = lightnings.begin() ; iLightning != lightnings.end() ; iLightning++ ) {
+ for( iLightning = lightnings.begin() ; iLightning != lightnings.end() ; ++iLightning ) {
delete (*iLightning);
}
lightnings.clear();
virtual bool buttonPressed(int button, const Info&)
{
bool found = false;
- for( std::vector<int>::iterator it = _buttons.begin(); it != _buttons.end(); it++ ) {
+ for( std::vector<int>::iterator it = _buttons.begin(); it != _buttons.end(); ++it ) {
if( *it == button ) {
found = true;
break;
sgSetVec4( rotation[3], 0, 0, 0, 1);
ShadowCaster_list::iterator iShadowCaster;
- for(iShadowCaster = parts.begin() ; iShadowCaster != parts.end() ; iShadowCaster ++ ) {
+ for(iShadowCaster = parts.begin() ; iShadowCaster != parts.end() ; ++iShadowCaster ) {
(*iShadowCaster)->computeShadows(rotation, rotation_translation, occluder_type);
}
}
SGShadowVolume::SceneryObject::~SceneryObject()
{
ShadowCaster_list::iterator iParts;
- for(iParts = parts.begin() ; iParts != parts.end(); iParts++ ) {
+ for(iParts = parts.begin() ; iParts != parts.end(); ++iParts ) {
delete *iParts;
}
parts.clear();
SGShadowVolume::~SGShadowVolume() {
SceneryObject_map::iterator iSceneryObject;
- for(iSceneryObject = sceneryObjects.begin() ; iSceneryObject != sceneryObjects.end(); iSceneryObject++ ) {
+ for(iSceneryObject = sceneryObjects.begin() ; iSceneryObject != sceneryObjects.end(); ++iSceneryObject ) {
delete iSceneryObject->second;
}
sceneryObjects.clear();