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;