Scene::~Scene()
{
- for(list<Renderable *>::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
+ for(vector<Renderable *>::iterator i=owned_data.begin(); i!=owned_data.end(); ++i)
delete *i;
}
frustum_edges[0] = Vector4(0, 1/s, y/s, 0);
frustum_edges[1] = Vector4(0, -1/s, y/s, 0);
- float x = y*camera->get_aspect();
+ float x = y*camera->get_aspect_ratio();
s = sqrt(x*x+1);
frustum_edges[2] = Vector4(1/s, 0, x/s, 0);
frustum_edges[3] = Vector4(-1/s, 0, x/s, 0);