Clean up some compiler warnings.
This commit is contained in:
@@ -609,52 +609,52 @@ bool SGMetar::scanRwyVisRange()
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static const struct Token special[] = {
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"NSW", "no significant weather",
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"VCSH", "showers in the vicinity",
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"VCTS", "thunderstorm in the vicinity",
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0, 0
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{ "NSW", "no significant weather" },
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{ "VCSH", "showers in the vicinity" },
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{ "VCTS", "thunderstorm in the vicinity" },
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{ 0, 0 }
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};
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static const struct Token description[] = {
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"SH", "showers of",
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"TS", "thunderstorm with",
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"BC", "patches of",
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"BL", "blowing",
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"DR", "low drifting",
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"FZ", "freezing",
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"MI", "shallow",
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"PR", "partial",
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0, 0
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{ "SH", "showers of" },
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{ "TS", "thunderstorm with" },
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{ "BC", "patches of" },
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{ "BL", "blowing" },
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{ "DR", "low drifting" },
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{ "FZ", "freezing" },
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{ "MI", "shallow" },
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{ "PR", "partial" },
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{ 0, 0 }
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};
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static const struct Token phenomenon[] = {
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"DZ", "drizzle",
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"GR", "hail",
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"GS", "small hail and/or snow pellets",
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"IC", "ice crystals",
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"PE", "ice pellets",
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"RA", "rain",
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"SG", "snow grains",
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"SN", "snow",
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"UP", "unknown precipitation",
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"BR", "mist",
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"DU", "widespread dust",
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"SG", "fog",
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"SGBR", "fog bank",
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"FU", "smoke",
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"HZ", "haze",
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"PY", "spray",
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"SA", "sand",
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"VA", "volcanic ash",
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"DS", "duststorm",
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"FC", "funnel cloud/tornado waterspout",
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"PO", "well-developed dust/sand whirls",
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"SQ", "squalls",
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"SS", "sandstorm",
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"UP", "unknown", // ... due to failed automatic acquisition
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0, 0
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{ "DZ", "drizzle" },
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{ "GR", "hail" },
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{ "GS", "small hail and/or snow pellets" },
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{ "IC", "ice crystals" },
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{ "PE", "ice pellets" },
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{ "RA", "rain" },
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{ "SG", "snow grains" },
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{ "SN", "snow" },
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{ "UP", "unknown precipitation" },
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{ "BR", "mist" },
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{ "DU", "widespread dust" },
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{ "SG", "fog" },
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{ "SGBR", "fog bank" },
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{ "FU", "smoke" },
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{ "HZ", "haze" },
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{ "PY", "spray" },
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{ "SA", "sand" },
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{ "VA", "volcanic ash" },
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{ "DS", "duststorm" },
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{ "FC", "funnel cloud/tornado waterspout" },
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{ "PO", "well-developed dust/sand whirls" },
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{ "SQ", "squalls" },
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{ "SS", "sandstorm" },
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{ "UP", "unknown" }, // ... due to failed automatic acquisition
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{ 0, 0 }
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};
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@@ -714,26 +714,26 @@ bool SGMetar::scanWeather()
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static const struct Token cloud_types[] = {
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"AC", "altocumulus",
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"ACC", "altocumulus castellanus",
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"ACSL", "altocumulus standing lenticular",
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"AS", "altostratus",
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"CB", "cumulonimbus",
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"CBMAM", "cumulonimbus mammatus",
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"CC", "cirrocumulus",
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"CCSL", "cirrocumulus standing lenticular",
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"CI", "cirrus",
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"CS", "cirrostratus",
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"CU", "cumulus",
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"CUFRA", "cumulus fractus",
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"NS", "nimbostratus",
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"SAC", "stratoaltocumulus", // guessed
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"SC", "stratocumulus",
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"SCSL", "stratocumulus standing lenticular",
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"ST", "stratus",
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"STFRA", "stratus fractus",
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"TCU", "towering cumulus",
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0, 0
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{ "AC", "altocumulus" },
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{ "ACC", "altocumulus castellanus" },
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{ "ACSL", "altocumulus standing lenticular" },
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{ "AS", "altostratus" },
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{ "CB", "cumulonimbus" },
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{ "CBMAM", "cumulonimbus mammatus" },
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{ "CC", "cirrocumulus" },
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{ "CCSL", "cirrocumulus standing lenticular" },
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{ "CI", "cirrus" },
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{ "CS", "cirrostratus" },
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{ "CU", "cumulus" },
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{ "CUFRA", "cumulus fractus" },
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{ "NS", "nimbostratus" },
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{ "SAC", "stratoaltocumulus" }, // guessed
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{ "SC", "stratocumulus" },
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{ "SCSL", "stratocumulus standing lenticular" },
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{ "ST", "stratus" },
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{ "STFRA", "stratus fractus" },
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{ "TCU", "towering cumulus" },
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{ 0, 0 }
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};
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@@ -1076,13 +1076,13 @@ bool SGMetar::scanTrendForecast()
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// (BLU|WHT|GRN|YLO|AMB|RED)
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static const struct Token colors[] = {
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"BLU", "Blue", // 2500 ft, 8.0 km
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"WHT", "White", // 1500 ft, 5.0 km
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"GRN", "Green", // 700 ft, 3.7 km
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"YLO", "Yellow", // 300 ft, 1.6 km
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"AMB", "Amber", // 200 ft, 0.8 km
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"RED", "Red", // <200 ft, <0.8 km
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0, 0
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{ "BLU", "Blue" }, // 2500 ft, 8.0 km
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{ "WHT", "White" }, // 1500 ft, 5.0 km
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{ "GRN", "Green" }, // 700 ft, 3.7 km
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{ "YLO", "Yellow" }, // 300 ft, 1.6 km
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{ "AMB", "Amber" }, // 200 ft, 0.8 km
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{ "RED", "Red" }, // <200 ft, <0.8 km
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{ 0, 0 }
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};
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@@ -88,21 +88,21 @@ SGEnviro sgEnviro;
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SGEnviro::SGEnviro(void) :
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view_in_cloud(false),
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turbulence_enable_state(false),
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precipitation_enable_state(true),
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precipitation_density(100.0),
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precipitation_max_alt(0.0),
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turbulence_enable_state(false),
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last_cloud_turbulence(0.0),
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cloud_turbulence(0.0),
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lightning_enable_state(false),
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elapsed_time(0.0),
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dt(0.0),
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soundMgr(NULL),
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snd_active(false),
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snd_dist(0.0),
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last_cloud_turbulence(0.0),
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cloud_turbulence(0.0),
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elapsed_time(0.0),
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dt(0.0),
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min_time_before_lt(0.0),
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fov_width(55.0),
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fov_height(55.0),
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precipitation_max_alt(0.0),
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precipitation_density(100.0)
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fov_height(55.0)
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{
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for(int i = 0; i < MAX_RAIN_SLICE ; i++)
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@@ -469,11 +469,11 @@ void SGEnviro::drawPrecipitation(double rain_norm, double snow_norm, double hail
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SGLightning::SGLightning(double _lon, double _lat, double _alt) :
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nb_tree(0),
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lon(_lon),
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lat(_lat),
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alt(_alt),
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age(1.0 + sg_random() * 4.0),
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nb_tree(0)
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age(1.0 + sg_random() * 4.0)
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{
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// sequence_count = 1 + sg_random() * 5.0;
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lt_build();
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@@ -46,7 +46,7 @@ SG_USING_STD( string );
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SG_USING_STD( vector );
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static enum {
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enum {
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SG_BOUNDING_SPHERE = 0,
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SG_VERTEX_LIST = 1,
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@@ -61,20 +61,19 @@ static enum {
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SG_TRIANGLE_FANS = 12
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} sgObjectTypes;
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static enum {
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enum {
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SG_IDX_VERTICES = 0x01,
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SG_IDX_NORMALS = 0x02,
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SG_IDX_COLORS = 0x04,
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SG_IDX_TEXCOORDS = 0x08
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} sgIndexTypes;
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static enum {
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enum {
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SG_MATERIAL = 0,
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SG_INDEX_TYPES = 1
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} sgPropertyTypes;
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class sgSimpleBuffer {
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private:
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@@ -200,7 +200,7 @@ void SGPath::create_dir( mode_t mode ) {
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string_list path_elements = sgPathBranchSplit(path);
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bool absolute = !path.empty() && path[0] == sgDirPathSep;
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int i = 1;
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unsigned int i = 1;
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SGPath dir = absolute ? string( 1, sgDirPathSep ) : "";
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dir.concat( path_elements[0] );
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#if defined( _MSC_VER) || defined(__MINGW32__)
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@@ -38,7 +38,7 @@ class PropsVisitor : public XMLVisitor
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public:
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PropsVisitor (SGPropertyNode * root, const string &base, int default_mode = 0)
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: _root(root), _level(0), _base(base), _hasException(false), _default_mode(default_mode) {}
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: _default_mode(default_mode), _root(root), _level(0), _base(base), _hasException(false) {}
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virtual ~PropsVisitor () {}
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@@ -102,7 +102,8 @@ static void MakeTRANS( sgMat4 dst, const double Theta,
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// Constructor
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SGLocation::SGLocation( void ):
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_position_dirty(true), _orientation_dirty(true),
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_orientation_dirty(true),
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_position_dirty(true),
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_lon_deg(-1000),
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_lat_deg(0),
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_alt_ft(0),
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@@ -213,7 +213,7 @@ static int heat_haze_shader_callback( ssgEntity *e ) {
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sgMat4 CameraProjM, CameraViewM;
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glGetFloatv(GL_PROJECTION_MATRIX, (GLfloat *) CameraProjM);
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glGetFloatv(GL_MODELVIEW_MATRIX, (GLfloat *) CameraViewM);
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const float dummy_scale = 1.0f; //0.95f;
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// const float dummy_scale = 1.0f; //0.95f;
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const float deltaPos = 0.05f;
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glMatrixMode(GL_TEXTURE);
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glLoadIdentity();
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@@ -268,7 +268,7 @@ static int heat_haze_shader_callback( ssgEntity *e ) {
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glCallList ( dlist ) ;
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// alter colors only on last rendering
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sgVec4 fLight = {0.93f, 0.93f, 1.00f, 0.85f};
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// sgVec4 fLight = {0.93f, 0.93f, 1.00f, 0.85f};
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glTexEnvi( GL_TEXTURE_ENV, GL_SOURCE1_RGB_ARB, GL_PRIMARY_COLOR_ARB );
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glTexEnvi( GL_TEXTURE_ENV, GL_OPERAND1_RGB_ARB, GL_SRC_COLOR );
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@@ -328,7 +328,7 @@ static int fresnel_shader_callback( ssgEntity *e ) {
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ssgGetLight( 0 )->getColour(GL_DIFFUSE, sunColor );
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ssgGetLight( 0 )->getColour(GL_AMBIENT, ambientColor );
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SGShaderAnimation *my_shader = (SGShaderAnimation *) ( e->getUserData() );
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// SGShaderAnimation *my_shader = (SGShaderAnimation *) ( e->getUserData() );
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glEnable(GL_BLEND);
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glBlendFunc ( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA) ;
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glEnable(GL_ALPHA_TEST);
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@@ -100,8 +100,8 @@ SGShadowVolume::ShadowCaster::ShadowCaster( int _num_tri, ssgBranch * _geometry_
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scenery_object ( 0 ),
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first_select ( 0 ),
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frameNumber ( 0 ),
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numTriangles ( 0 ),
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indices ( 0 ),
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numTriangles ( 0 ),
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vertices ( 0 ),
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lastSilhouetteIndicesCount ( 0 )
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{
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@@ -638,7 +638,7 @@ static bool filterLeaf(ssgLeaf *this_kid) {
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if( ! leaf_name )
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return true;
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char lname[20];
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int l = 0;
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unsigned int l = 0;
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char *buff;
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for( buff = lname; *leaf_name && l < (sizeof( lname )-1); ++buff, l++ )
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*buff = tolower(*leaf_name++);
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@@ -702,9 +702,9 @@ void SGShadowVolume::SceneryObject::find_trans(void) {
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}
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SGShadowVolume::SceneryObject::SceneryObject(ssgBranch *_scenery_object, OccluderType _occluder_type) :
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pending_object ( _scenery_object ),
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occluder_type ( _occluder_type ),
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scenery_object ( 0 )
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scenery_object ( 0 ),
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pending_object ( _scenery_object ),
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occluder_type ( _occluder_type )
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{
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// queue objects, don't do all the work in the first frames because of
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// massive cpu power needed
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@@ -209,11 +209,11 @@ void SGCloudField::reposition( sgVec3 p, sgVec3 up, double lon, double lat, doub
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}
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SGCloudField::SGCloudField() :
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draw_in_3d(true),
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last_density(0.0),
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deltax(0.0),
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deltay(0.0),
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last_course(0.0)
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last_course(0.0),
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last_density(0.0),
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draw_in_3d(true)
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{
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sgSetVec3( relative_position, 0,0,0);
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theField.reserve(200);
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