Changed &D to use define to keep things compiling under VS6.0
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@@ -232,7 +232,9 @@ void DirectionalSector::computeMatrix()
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{
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float cR = cos(_rollAngle) ;
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float sR = sin(_rollAngle) ;
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osg::Vec3 &D(_direction) ; // Just for clarity
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// Just for clarity
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#define D _direction
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_local_to_LP.set(
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cR*D[1]+sR*D[0]*D[2], -cR*D[0]+sR*D[1]*D[2], -sR*(D[0]*D[0]+D[1]*D[1]), 0.0,
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