FGSSGLoader::~FGSSGLoader ()
{
- map<string, ssgBase *>::iterator it = _table.begin();
+ std::map<string, ssgBase *>::iterator it = _table.begin();
while (it != _table.end()) {
it->second->deRef();
_table.erase(it);
void
FGSSGLoader::flush ()
{
- map<string, ssgBase *>::iterator it = _table.begin();
+ std::map<string, ssgBase *>::iterator it = _table.begin();
while (it != _table.end()) {
ssgBase * item = it->second;
// If there is only one reference, it's
{
// FIXME: normalize path to
// avoid duplicates.
- map<string, ssgBase *>::iterator it = _table.find(path);
+ std::map<string, ssgBase *>::iterator it = _table.find(path);
if (it == _table.end()) {
_table[path] = fgLoad3DModel((char *)path.c_str());
it = _table.find(path);
ssgTexture *
FGTextureLoader::load_texture (const string &path)
{
- map<string, ssgBase *>::iterator it = _table.find(path);
+ std::map<string, ssgBase *>::iterator it = _table.find(path);
if (it == _table.end()) {
_table[path] = new ssgTexture((char *)path.c_str()); // FIXME wrapu/v
it = _table.find(path);