]> git.tdb.fi Git - libs/gl.git/blobdiff - source/render/object.cpp
Mark constant data as const
[libs/gl.git] / source / render / object.cpp
index caad3a0725caa8e1de4d18d7e27c985c351daac3..479e77afa986ac124137a4726717d055af56910a 100644 (file)
 #include "renderer.h"
 #include "resourcemanager.h"
 #include "technique.h"
-#include "texturing.h"
 
 using namespace std;
 
 namespace Msp {
 namespace GL {
 
-Matrix Object::identity_matrix;
+const Matrix Object::identity_matrix;
 
 Object::Object():
        lods(1),
@@ -77,12 +76,12 @@ void Object::set_mesh(unsigned i, const Mesh *m)
 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;
@@ -98,8 +97,8 @@ void Object::update_bounding_sphere()
                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)));
                }
        }