*/
#include "model.h"
+#include "globaldefs.h"
#include "picomodel.h"
glVertexPointer( 3, GL_FLOAT, sizeof( ArbitraryMeshVertex ), &m_vertices.data()->vertex );
glDrawElements( GL_TRIANGLES, GLsizei( m_indices.size() ), RenderIndexTypeID, m_indices.data() );
-#if defined( _DEBUG )
+#if GDEF_DEBUG
GLfloat modelview[16];
glGetFloatv( GL_MODELVIEW_MATRIX, modelview ); // I know this is slow as hell, but hey - we're in _DEBUG
Matrix4 modelview_inv(
AABB m_aabb_local;
public:
-Callback m_lightsChanged;
+Callback<void()> m_lightsChanged;
PicoModel(){
constructNull();
void lightsChanged(){
m_lightList->lightsChanged();
}
-typedef MemberCaller<PicoModelInstance, &PicoModelInstance::lightsChanged> LightsChangedCaller;
+typedef MemberCaller<PicoModelInstance, void(), &PicoModelInstance::lightsChanged> LightsChangedCaller;
void constructRemaps(){
ASSERT_MESSAGE( m_skins.size() == m_picomodel.size(), "ERROR" );
~PicoModelInstance(){
destroyRemaps();
- Instance::setTransformChangedCallback( Callback() );
+ Instance::setTransformChangedCallback( Callback<void()>() );
- m_picomodel.m_lightsChanged = Callback();
+ m_picomodel.m_lightsChanged = Callback<void()>();
GlobalShaderCache().detach( *this );
}