OBJ.cpp   OBJ.cpp 
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// OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILI TY, // OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILI TY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEAL INGS // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEAL INGS
// IN THE SOFTWARE. // IN THE SOFTWARE.
//------------------------------------------------------------------------- ---- //------------------------------------------------------------------------- ----
#include "StelOpenGL.hpp" #include "StelOpenGL.hpp"
#include "OBJ.hpp" #include "OBJ.hpp"
#include "StelApp.hpp"
#include "ShaderManager.hpp" #include "ShaderManager.hpp"
#include "StelFileMgr.hpp" #include "StelFileMgr.hpp"
#include "StelTextureMgr.hpp" #include "StelTextureMgr.hpp"
#include "StelUtils.hpp" #include "StelUtils.hpp"
#include <QDir> #include <QDir>
#include <QElapsedTimer> #include <QElapsedTimer>
#include <QOpenGLVertexArrayObject> #include <QOpenGLVertexArrayObject>
#include <QTemporaryFile> #include <QTemporaryFile>
#include <QDebug> #include <QDebug>
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{ {
if(m_firstTransparentIndex>=0) if(m_firstTransparentIndex>=0)
{ {
zSortValue = position; zSortValue = position;
std::sort(m_stelModels.begin()+m_firstTransparentIndex, m_st elModels.end(),zSortFunction); std::sort(m_stelModels.begin()+m_firstTransparentIndex, m_st elModels.end(),zSortFunction);
} }
} }
void OBJ::uploadTexturesGL() void OBJ::uploadTexturesGL()
{ {
StelTextureMgr textureMgr; StelTextureMgr& textureMgr = StelApp::getInstance().getTextureManage r();
for(unsigned int i=0; i<m_numberOfMaterials; ++i) for(unsigned int i=0; i<m_numberOfMaterials; ++i)
{ {
Material* pMaterial = &getMaterial(i); Material* pMaterial = &getMaterial(i);
// qDebug() << getTime() << "[OBJ]" << pMaterial->name.c_str(); // qDebug() << getTime() << "[OBJ]" << pMaterial->name.c_str();
// qDebug() << getTime() << "[OBJ] Ka:" << pMaterial->ambient[0] << "," << pMaterial->ambient[1] << "," << pMaterial->ambient[2] << "," << pMat erial->ambient[3]; // qDebug() << getTime() << "[OBJ] Ka:" << pMaterial->ambient[0] << "," << pMaterial->ambient[1] << "," << pMaterial->ambient[2] << "," << pMat erial->ambient[3];
// qDebug() << getTime() << "[OBJ] Kd:" << pMaterial->diffuse[0] << "," << pMaterial->diffuse[1] << "," << pMaterial->diffuse[2] << "," << pMat erial->diffuse[3]; // qDebug() << getTime() << "[OBJ] Kd:" << pMaterial->diffuse[0] << "," << pMaterial->diffuse[1] << "," << pMaterial->diffuse[2] << "," << pMat erial->diffuse[3];
// qDebug() << getTime() << "[OBJ] Ks:" << pMaterial->specular[0] << "," << pMaterial->specular[1] << "," << pMaterial->specular[2] << "," << p Material->specular[3]; // qDebug() << getTime() << "[OBJ] Ks:" << pMaterial->specular[0] << "," << pMaterial->specular[1] << "," << pMaterial->specular[2] << "," << p Material->specular[3];
// qDebug() << getTime() << "[OBJ] Shininess:" << pMaterial->shinine ss; // qDebug() << getTime() << "[OBJ] Shininess:" << pMaterial->shinine ss;
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