namespace Msp {
namespace GL {
-Matrix Object::identity_matrix;
+const Matrix Object::identity_matrix;
Object::Object():
lods(1),
void Object::update_bounding_sphere()
{
vector<Vector3> points;
- for(vector<LevelOfDetail>::const_iterator i=lods.begin(); i!=lods.end(); ++i)
+ for(const LevelOfDetail &l: lods)
{
- if(!i->mesh || !i->mesh->is_loaded())
+ if(!l.mesh || !l.mesh->is_loaded())
continue;
- const VertexArray &vertices = i->mesh->get_vertices();
+ const VertexArray &vertices = l.mesh->get_vertices();
int offset = vertices.get_format().offset(VERTEX3);
bool three = true;
points.reserve(points.size()+n_vertices);
for(unsigned j=0; j<n_vertices; ++j)
{
- const float *v = vertices[j];
- points.push_back(Vector3(v[offset], v[offset+1], (three ? v[offset+2] : 0.0f)));
+ const float *v = reinterpret_cast<const float *>(vertices[j]+offset);
+ points.push_back(Vector3(v[0], v[1], (three ? v[2] : 0.0f)));
}
}