cullClouds(fieldPos, tmp);
}
// sort all visible clouds back to front (because of transparency)
- sort( inViewClouds.begin(), inViewClouds.end() );
+ std::sort( inViewClouds.begin(), inViewClouds.end() );
// TODO:push states
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
sgSubVec3( dist, iSprite->pos, eye );
iSprite->dist = -(dist[0]*dist[0] + dist[1]*dist[1] + dist[2]*dist[2]);
}
- sort( list_spriteDef.begin(), list_spriteDef.end() );
+ std::sort( list_spriteDef.begin(), list_spriteDef.end() );
}
// render the cloud on screen or on the RTT texture to build the impostor