#include <msp/datafile/collection.h>
+#include <msp/fs/utils.h>
#include "camera.h"
#include "objectinstance.h"
+#include "occludedscene.h"
#include "orderedscene.h"
#include "renderer.h"
#include "scene.h"
namespace Msp {
namespace GL {
-Scene::~Scene()
-{
- for(vector<Renderable *>::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
- delete *i;
-}
-
bool Scene::setup_frustum(const Renderer &renderer) const
{
const Camera *camera = renderer.get_camera();
register_type<SimpleScene>("simple");
register_type<ZSortedScene>("zsorted");
register_type<OrderedScene>("ordered");
- // TODO OccludedScene requires a collection as a constructor parameter
- //register_type<OccludedScene>("occluded");
+ register_type<OccludedScene>("occluded");
}
return registry;
}
{
RefPtr<ObjectInstance> inst = new ObjectInstance(get_collection().get<GL::Object>(n));
load_sub(*inst);
- obj.add(*inst);
+ get_collection().add(format("%s/%d.inst", FS::basename(get_source()), inst_counter++), inst.get());
if(content && !t.empty())
(*content)[t] = inst.get();
- obj.owned_data.push_back(inst.release());
+ obj.add(*inst.release());
}
void Scene::Loader::scene(const string &n)