A real MSVC fix this time
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b7dd267807
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@ -59,8 +59,7 @@ SGMaterial::SGMaterial( const string &texpath )
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{
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init();
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_internal_state st = { NULL, "", false };
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st.texture_path = texpath;
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_internal_state st( NULL, texpath, false );
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_status.push_back( st );
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build_ssg_state( true );
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@ -105,7 +104,7 @@ SGMaterial::read_properties( const string &fg_root, const SGPropertyNode * props
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tpath.append("Textures");
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tpath.append(tname);
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}
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_internal_state st = { NULL, tpath.str(), false };
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_internal_state st( NULL, tpath.str(), false );
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_status.push_back( st );
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}
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@ -114,7 +113,7 @@ SGMaterial::read_properties( const string &fg_root, const SGPropertyNode * props
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SGPath tpath( fg_root );
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tpath.append("Textures");
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tpath.append(tname);
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_internal_state st = { NULL, tpath.str(), true };
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_internal_state st( NULL, tpath.str(), true );
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_status.push_back( st );
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}
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@ -164,6 +163,7 @@ void
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SGMaterial::init ()
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{
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_status.clear();
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_current_ptr = 0;
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xsize = 0;
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ysize = 0;
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wrapu = true;
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@ -201,19 +201,17 @@ SGMaterial::load_texture ( int n )
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}
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ssgSimpleState *
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SGMaterial::get_state (int n) const
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SGMaterial::get_state (int n)
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{
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static unsigned current = 0;
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if (_status.size() == 0) {
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SG_LOG( SG_GENERAL, SG_WARN, "No state available.");
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return NULL;
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}
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if ( ++current >= _status.size())
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current = 0;
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if ( _current_ptr >= _status.size())
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_current_ptr = 0;
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return (n >= 0) ? _status[n].state : _status[current].state;
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return (n >= 0) ? _status[n].state : _status[_current_ptr++].state;
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}
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@ -266,7 +264,7 @@ SGMaterial::build_ssg_state( bool defer_tex_load )
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void SGMaterial::set_ssg_state( ssgSimpleState *s )
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{
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_internal_state st = { s, "", true };
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_internal_state st( s, "", true );
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st.state->ref();
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_status.push_back( st );
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}
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@ -117,7 +117,7 @@ public:
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/**
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* Get the textured state.
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*/
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virtual ssgSimpleState *get_state (int n = -1) const;
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virtual ssgSimpleState *get_state (int n = -1);
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/**
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@ -198,11 +198,13 @@ protected:
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protected:
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typedef struct {
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struct _internal_state {
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_internal_state( ssgSimpleState *s, const string &t, bool l )
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: state(s), texture_path(t), texture_loaded(l) {}
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ssgSimpleState *state;
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string texture_path;
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bool texture_loaded;
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} _internal_state;
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};
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private:
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@ -214,6 +216,9 @@ private:
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// texture status
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vector<_internal_state> _status;
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// Round-robin counter
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int _current_ptr;
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// texture size
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double xsize, ysize;
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