using namespace simgear;
using namespace osg;
-#if defined(__MINGW32__)
-#define isnan(x) _isnan(x)
-#endif
-
-// #if defined (__FreeBSD__)
-// # if __FreeBSD_version < 500000
-// extern "C" {
-// inline int isnan(double r) { return !(r <= 0 || r >= 0); }
-// }
-// # endif
-// #endif
-
static osg::ref_ptr<osg::StateSet> layer_states[SGCloudLayer::SG_MAX_CLOUD_COVERAGES];
static osg::ref_ptr<osg::StateSet> layer_states2[SGCloudLayer::SG_MAX_CLOUD_COVERAGES];
static osg::ref_ptr<osg::TextureCubeMap> cubeMap;
// this happens, lets just use the last known good course.
// This is a hack, and it would probably be better to make
// calc_gc_course_dist() more robust.
- if ( isnan(course) ) {
+ if ( isNaN(course) ) {
course = last_course;
} else {
last_course = course;
#include <simgear/structure/SGReferenced.hxx>
#include <string>
-using std::string;
#include <osg/ref_ptr>
#include <osg/Array>
* Constructor
* @param tex_path the path to the set of cloud textures
*/
- SGCloudLayer( const string &tex_path );
+ SGCloudLayer( const std::string &tex_path );
/**
* Destructor
void setCoverage (Coverage coverage);
/** get coverage as string */
- const string & getCoverageString() const;
+ const std::string & getCoverageString() const;
/** get coverage as string */
- static const string & getCoverageString( Coverage coverage );
+ static const std::string & getCoverageString( Coverage coverage );
/** get coverage type from string */
static Coverage getCoverageType( const std::string & coverage );
/** set coverage as string */
- void setCoverageString( const string & coverage );
+ void setCoverageString( const std::string & coverage );
/**
* set the cloud movement direction
#include "newcloud.hxx"
#include "cloudfield.hxx"
-#if defined(__MINGW32__)
-#define isnan(x) _isnan(x)
-#endif
-
-#if defined (__FreeBSD__)
-# if __FreeBSD_version < 500000
- extern "C" {
- inline int isnan(double r) { return !(r <= 0 || r >= 0); }
- }
-# endif
-#endif
-
using namespace simgear;
float SGCloudField::fieldSize = 50000.0f;
SGCloudField::setUseImpostors(imp);
}
-void SGSky::texture_path( const string& path ) {
+void SGSky::texture_path( const std::string& path ) {
tex_path = SGPath( path );
}
* Specify the texture path (optional, defaults to current directory)
* @param path base path to texture locations
*/
- void texture_path( const string& path );
+ void texture_path( const std::string& path );
/**
* Get the current sun color