This avoids sucking in SGMath.hxx -- and therefore a bunch of OSG headers --
into many compilation units.
#include <simgear/compiler.h>
#include <simgear/constants.h>
#include <simgear/math/sg_types.hxx>
+#include <simgear/math/point3d.hxx>
#include <simgear/bucket/newbucket.hxx>
#include <stdio.h>
#include <string>
#include <vector>
-#include <simgear/math/point3d.hxx>
+class Point3D;
using std::vector;
using std::string;
#include "texcoord.hxx"
+#include <simgear/math/point3d.hxx>
// using std::cout;
// using std::endl;
#include <osg/Texture2D>
#include <osgDB/ReadFile>
+#include <simgear/math/SGMath.hxx>
#include <simgear/misc/PathOptions.hxx>
#include <simgear/screen/colors.hxx>
#include <simgear/scene/model/model.hxx>
#ifndef SG_LIGHT_BIN_HXX
#define SG_LIGHT_BIN_HXX
+#include <simgear/math/SGMath.hxx>
+
class SGLightBin {
public:
struct Light {