geod[3] = Point3D( clon - width/2.0, clat + height/2.0, 0.0 );
Point3D rad[4];
- for ( int i = 0; i < 4; ++i ) {
+ int i;
+ for ( i = 0; i < 4; ++i ) {
rad[i] = Point3D( geod[i].x() * DEG_TO_RAD, geod[i].y() * DEG_TO_RAD,
geod[i].z() );
}
Point3D cart[4], rel[4];
t->nodes.clear();
- for ( int i = 0; i < 4; ++i ) {
+ for ( i = 0; i < 4; ++i ) {
cart[i] = fgGeodToCart(rad[i]);
rel[i] = cart[i] - center;
t->nodes.push_back( rel[i] );
// Calculate normals
Point3D normals[4];
- for ( int i = 0; i < 4; ++i ) {
+ for ( i = 0; i < 4; ++i ) {
normals[i] = cart[i];
double length = normals[i].distance3D( Point3D(0.0) );
normals[i] /= length;
// Calculate texture coordinates
Point3D texs[4];
- for ( int i = 0; i < 4; ++i ) {
+ for ( i = 0; i < 4; ++i ) {
texs[i] = calc_tex_coords( rel[i], center );
// cout << "texture coordinate = " << texs[i] << endl;
}
t->vnlist = new sgVec3 [ 4 ];
t->tclist = new sgVec2 [ 4 ];
- for ( int i = 0; i < 4; ++i ) {
+ for ( i = 0; i < 4; ++i ) {
sgSetVec3( t->vtlist[i],
rel[i].x(), rel[i].y(), rel[i].z() );
sgSetVec3( t->vnlist[i],
unsigned short *vindex = new unsigned short [ 4 ];
unsigned short *tindex = new unsigned short [ 4 ];
- for ( int i = 0; i < 4; ++i ) {
+ for ( i = 0; i < 4; ++i ) {
vindex[i] = i;
tindex[i] = i;
}
t->nodes = nodes;
stopwatch.stop();
- FG_LOG( FG_TERRAIN, FG_INFO,
+ FG_LOG( FG_TERRAIN, FG_DEBUG,
"Loaded " << path << " in "
<< stopwatch.elapsedSeconds() << " seconds" );