Fixed: Compilation

This commit is contained in:
kervala 2016-12-04 15:50:28 +01:00
parent bb89ed670a
commit 554d782150
42 changed files with 111 additions and 70 deletions

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@ -19,6 +19,8 @@
#include "nel/misc/types_nl.h"
#include "nel/misc/bit_set.h"
#include "nel/misc/smart_ptr.h"
#include <string>
#include <vector>
#include <map>

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@ -21,13 +21,17 @@
#include "nel/misc/types_nl.h"
#include "nel/misc/smart_ptr.h"
#include "nel/3d/animatable.h"
#include "nel/3d/track.h"
#include <map>
namespace NL3D
{
class CScene;
// ***************************************************************************
/**
* An animated lightmap

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@ -88,7 +88,7 @@ private:
public:
std::string MeshName;
public:
CMeshLoad (const std::string &meshName, IShape **ppShp, IDriver *pDriver, const CVector &position, uint selectedTexture);
CMeshLoad (const std::string &meshName, IShape **ppShp, IDriver *pDriver, const NLMISC::CVector &position, uint selectedTexture);
void run (void);
void getName (std::string &result) const;
};
@ -122,7 +122,7 @@ private:
CTextureFile *TextureFile;
bool *Signal;
public:
CTextureLoad(CTextureFile *textureFile, bool *psgn, const CVector &position)
CTextureLoad(CTextureFile *textureFile, bool *psgn, const NLMISC::CVector &position)
: TextureFile(textureFile), Signal(psgn)
{
Position = position;

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@ -152,7 +152,7 @@ private:
struct CTextureLodToSort
{
CTextureLod *Lod;
CVector Position;
NLMISC::CVector Position;
bool operator<(const CTextureLodToSort &other) const
{
return Lod->Weight<other.Lod->Weight;

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@ -20,6 +20,7 @@
#include "nel/misc/types_nl.h"
#include "nel/misc/vector.h"
#include "nel/misc/plane.h"
#include "nel/misc/aabbox.h"
namespace NL3D {
@ -39,16 +40,16 @@ public:
/** build the camera collision as a cone or a cylinder
*/
void build(const CVector &start, const CVector &end, float radius, bool cone);
void build(const NLMISC::CVector &start, const NLMISC::CVector &end, float radius, bool cone);
/** build the camera collision as a simple ray
*/
void buildRay(const CVector &start, const CVector &end);
void buildRay(const NLMISC::CVector &start, const NLMISC::CVector &end);
/** compute the intersection of the Camera Volume against the triangle, and minimize
* minDist (actual square of distance) with min sqr distance of the poly.
*/
void minimizeDistanceAgainstTri(const CVector &p0, const CVector &p1, const CVector &p2, float &sqrMinDist);
void minimizeDistanceAgainstTri(const NLMISC::CVector &p0, const NLMISC::CVector &p1, const NLMISC::CVector &p2, float &sqrMinDist);
/** Compute into this the camera collision 'other' mul by 'matrix'
* NB: for cone Radius, suppose uniform scale, else will have strange result (a uniform scale is deduced)
@ -69,9 +70,9 @@ private:
enum {MaxNPlanes=6};
// The start of the camera raycast
CVector _Start;
NLMISC::CVector _Start;
// The end of the camera raycast
CVector _End;
NLMISC::CVector _End;
// The radius (at end only if cone)
float _Radius;
// cone or cylinder?
@ -83,8 +84,8 @@ private:
NLMISC::CAABBox _BBox;
// Temp Data for minimizeDistanceAgainstTri
CVector _ArrayIn[3+MaxNPlanes];
CVector _ArrayOut[3+MaxNPlanes];
NLMISC::CVector _ArrayIn[3+MaxNPlanes];
NLMISC::CVector _ArrayOut[3+MaxNPlanes];
// The pyramid representing the camera collision volume. Nb: local to start for precision problems
NLMISC::CPlane _Pyramid[MaxNPlanes];
@ -97,10 +98,10 @@ private:
float _MaxRadiusProj;
float _OODeltaRadiusProj;
float _RayLen;
CVector _RayNorm;
NLMISC::CVector _RayNorm;
// simpler method for simple ray
void intersectRay(const CVector &p0, const CVector &p1, const CVector &p2, float &sqrMinDist);
void intersectRay(const NLMISC::CVector &p0, const NLMISC::CVector &p1, const NLMISC::CVector &p2, float &sqrMinDist);
};

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@ -22,6 +22,7 @@ namespace NL3D
class UDriver;
class UCamera;
class CCloudScape;
class CScene;
/// implementation of UWaterInstance methods
class CCloudScapeUser : public UCloudScape

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@ -48,7 +48,7 @@ public:
static void releaseInstance();
/// convert a HLS (0..255) to a RGBA.
CRGBA convert(uint H, uint L, uint S);
NLMISC::CRGBA convert(uint H, uint L, uint S);
/// convert a RGBA bitmap into another RGBA, with HLS decal (0..255, -255..+255, -255..+255).
void convertRGBABitmap(NLMISC::CBitmap &dst, const NLMISC::CBitmap &src, uint8 dh, sint dl, sint ds);
@ -75,7 +75,7 @@ private:
uint8 H,L,S,A;
};
CRGBA _HueTable[HueTableSize];
NLMISC::CRGBA _HueTable[HueTableSize];
CHLSA _Color16ToHLS[65536];
/// Constructor

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@ -26,6 +26,7 @@
namespace NL3D
{
class CInstanceGroup;
// ***************************************************************************
/**
@ -106,14 +107,14 @@ public:
public:
/// Debug: build a colored Grid mesh of SunContribution.
void buildSunDebugMesh(CMesh::CMeshBuild &meshBuild, CMeshBase::CMeshBaseBuild &meshBaseBuild, const CVector &deltaPos=CVector::Null);
void buildSunDebugMesh(CMesh::CMeshBuild &meshBuild, CMeshBase::CMeshBaseBuild &meshBaseBuild, const NLMISC::CVector &deltaPos= NLMISC::CVector::Null);
/// Debug: build a colored Grid mesh of PointLight. R= pointLight1 id. G= PointLight2 id. B= The multiplier used to show Ids.
void buildPLDebugMesh(CMesh::CMeshBuild &meshBuild, CMeshBase::CMeshBaseBuild &meshBaseBuild, const CVector &deltaPos, const CInstanceGroup &igOut);
void buildPLDebugMesh(CMesh::CMeshBuild &meshBuild, CMeshBase::CMeshBaseBuild &meshBaseBuild, const NLMISC::CVector &deltaPos, const CInstanceGroup &igOut);
private:
void addDebugMeshFaces(CMesh::CMeshBuild &meshBuild, CSurface &surface, uint vId0,
const std::vector<CRGBA> &colors);
const std::vector<NLMISC::CRGBA> &colors);
};

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@ -47,7 +47,7 @@ public:
float a31, a32, a33, a34;
// Copy from a matrix.
void set(const CMatrix &mat)
void set(const NLMISC::CMatrix &mat)
{
const float *m =mat.get();
a11= m[0]; a12= m[4]; a13= m[8] ; a14= m[12];
@ -57,14 +57,14 @@ public:
// mulSetvector. NB: in should be different as v!! (else don't work).
void mulSetVector(const CVector &in, CVector &out)
void mulSetVector(const NLMISC::CVector &in, NLMISC::CVector &out)
{
out.x= (a11*in.x + a12*in.y + a13*in.z);
out.y= (a21*in.x + a22*in.y + a23*in.z);
out.z= (a31*in.x + a32*in.y + a33*in.z);
}
// mulSetpoint. NB: in should be different as v!! (else don't work).
void mulSetPoint(const CVector &in, CVector &out)
void mulSetPoint(const NLMISC::CVector &in, NLMISC::CVector &out)
{
out.x= (a11*in.x + a12*in.y + a13*in.z + a14);
out.y= (a21*in.x + a22*in.y + a23*in.z + a24);
@ -73,14 +73,14 @@ public:
// mulSetvector. NB: in should be different as v!! (else don't work).
void mulSetVector(const CVector &in, float scale, CVector &out)
void mulSetVector(const NLMISC::CVector &in, float scale, NLMISC::CVector &out)
{
out.x= (a11*in.x + a12*in.y + a13*in.z) * scale;
out.y= (a21*in.x + a22*in.y + a23*in.z) * scale;
out.z= (a31*in.x + a32*in.y + a33*in.z) * scale;
}
// mulSetpoint. NB: in should be different as v!! (else don't work).
void mulSetPoint(const CVector &in, float scale, CVector &out)
void mulSetPoint(const NLMISC::CVector &in, float scale, NLMISC::CVector &out)
{
out.x= (a11*in.x + a12*in.y + a13*in.z + a14) * scale;
out.y= (a21*in.x + a22*in.y + a23*in.z + a24) * scale;
@ -89,14 +89,14 @@ public:
// mulAddvector. NB: in should be different as v!! (else don't work).
void mulAddVector(const CVector &in, float scale, CVector &out)
void mulAddVector(const NLMISC::CVector &in, float scale, NLMISC::CVector &out)
{
out.x+= (a11*in.x + a12*in.y + a13*in.z) * scale;
out.y+= (a21*in.x + a22*in.y + a23*in.z) * scale;
out.z+= (a31*in.x + a32*in.y + a33*in.z) * scale;
}
// mulAddpoint. NB: in should be different as v!! (else don't work).
void mulAddPoint(const CVector &in, float scale, CVector &out)
void mulAddPoint(const NLMISC::CVector &in, float scale, NLMISC::CVector &out)
{
out.x+= (a11*in.x + a12*in.y + a13*in.z + a14) * scale;
out.y+= (a21*in.x + a22*in.y + a23*in.z + a24) * scale;

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@ -124,7 +124,7 @@ private:
double _LastSceneTime;
// maximum amplitude vector for each level. Stored in mesh because same for all instances.
CVector _MaxDeltaPos[HrcDepth];
NLMISC::CVector _MaxDeltaPos[HrcDepth];
float _MaxVertexMove;
// MBR Cache

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@ -87,7 +87,7 @@ private:
{
public:
CParticleSystemModel *Model;
CMatrix OldAncestorMatOrRelPos; // last matrix of ancestor skeleton or relative matrix of ps to its ancestor (see flag below)
NLMISC::CMatrix OldAncestorMatOrRelPos; // last matrix of ancestor skeleton or relative matrix of ps to its ancestor (see flag below)
bool IsRelMatrix; // gives usage of the field OldAncestorMatOrRelPos
bool HasAncestorSkeleton; // has the system an ancestor skeleton ?
public:

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@ -53,7 +53,7 @@ public:
public:
// Simple Definition of a mesh used to test against Ray
std::vector<CVector> Vertices;
std::vector<NLMISC::CVector> Vertices;
std::vector<uint32> Triangles;
/// Empty?

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@ -28,6 +28,8 @@
#include "nel/3d/shadow_map_manager.h"
#include "nel/3d/u_scene.h"
#include "nel/3d/vertex_program.h"
#include "nel/3d/transform.h"
#include <vector>

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@ -22,7 +22,7 @@
#include "nel/misc/smart_ptr.h"
#include "nel/misc/vector.h"
#include "nel/misc/aabbox.h"
#include "nel/misc/class_id.h"
#include "nel/3d/texture.h"
#include "nel/3d/shape.h"

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@ -51,7 +51,7 @@ public:
* The usage of this matrix is for UV projection: XYZ= WorldProjectionMatrix * UVW.
* NB: Vj (ie for W) is mapped such that Vp means NearClip of the shadow and Vp+Vj means FarClip of the shadow
*/
CMatrix LocalProjectionMatrix;
NLMISC::CMatrix LocalProjectionMatrix;
/** Computed at shadow casting time. They are clipping planes used to clip receivers (mirror of the OBB).
* Receivers may use them to clip sub received parts (as they which)
@ -63,7 +63,7 @@ public:
/** Computed at shadow casting time. This is the LocalPos Bouding Box containing the shadow (AxisAligned).
* \see generateClipInfoFromMatrix()
*/
CAABBox LocalBoundingBox;
NLMISC::CAABBox LocalBoundingBox;
// Filled by ShadowMapManager. This is the Last Frame Id we had update the texture.
@ -114,13 +114,13 @@ public:
* driver->setupModelMatrix(localPosMatrix);
* Then render his mesh.
*/
void buildCasterCameraMatrix(const CVector &lightDir, const CMatrix &localPosMatrix, const CAABBox &bbShape, CMatrix &cameraMatrix);
void buildCasterCameraMatrix(const NLMISC::CVector &lightDir, const NLMISC::CMatrix &localPosMatrix, const NLMISC::CAABBox &bbShape, NLMISC::CMatrix &cameraMatrix);
/** From the Camera matrix computed with buildCasterCameraMatrix, compute the LocalProjectionMatrix, which modify the
* J axis according to backPoint and Shadow Depth.
* NB: automatically calls the buildClipInfoFromMatrix() method
*/
void buildProjectionInfos(const CMatrix &cameraMatrix, const CVector &backPoint, float shadowMaxDepth);
void buildProjectionInfos(const NLMISC::CMatrix &cameraMatrix, const NLMISC::CVector &backPoint, float shadowMaxDepth);
/** The ShadowMap Caster can call this method after setting LocalProjectionMatrix. It computes auto the
* LocalClipPlanes and LocalBoundingBox from it. NB: don't use it if you use buildProjectionInfos().
@ -158,13 +158,13 @@ class CShadowMapProjector
{
public:
CShadowMapProjector();
void setWorldSpaceTextMat(const CMatrix &ws);
void applyToMaterial(const CMatrix &receiverWorldMatrix, CMaterial &material);
void setWorldSpaceTextMat(const NLMISC::CMatrix &ws);
void applyToMaterial(const NLMISC::CMatrix &receiverWorldMatrix, CMaterial &material);
private:
CMatrix _WsTextMat;
CMatrix _XYZToUWVMatrix;
CMatrix _XYZToWUVMatrix;
NLMISC::CMatrix _WsTextMat;
NLMISC::CMatrix _XYZToUWVMatrix;
NLMISC::CMatrix _XYZToWUVMatrix;
};

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@ -29,7 +29,8 @@
namespace NL3D {
class CTransform;
class CTransform;
class CScene;
// ***************************************************************************

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@ -33,9 +33,9 @@ namespace NL3D
class CShadowVertex
{
public:
CVector Vertex;
uint32 MatrixId;
void serial(NLMISC::IStream &f)
NLMISC::CVector Vertex;
uint32 MatrixId;
void serial(NLMISC::IStream &f)
{
(void)f.serialVersion(0);
@ -82,7 +82,7 @@ public:
* if don't intersect, dist2D="nearest distance to the ray", and distZ=0
* \param computeDist2D if false and don't intersect, then return dist2D=FLT_MAX, and distZ=0
*/
bool getRayIntersection(const CMatrix &toRaySpace, class CSkeletonModel &skeleton,
bool getRayIntersection(const NLMISC::CMatrix &toRaySpace, class CSkeletonModel &skeleton,
const std::vector<uint32> &matrixInfluences, float &dist2D, float &distZ, bool computeDist2D);
private:

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@ -54,7 +54,7 @@ public:
virtual NLMISC::CQuat getOrientation() const = 0;
/// Set the GUI reference
virtual void setInterfaceMatrix(const NL3D::CMatrix &matrix) = 0;
virtual void setInterfaceMatrix(const NLMISC::CMatrix &matrix) = 0;
/// Get GUI center (1 = width, 1 = height, 0 = center)
virtual void getInterface2DShift(uint cid, float &x, float &y, float distance) const = 0;

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@ -44,16 +44,16 @@ public:
public:
/// Target controled or direction controled. Default to DirectionMode
TMode Mode;
TMode Mode;
/// \name Target and Direction specific
// @{
/// For TargetMode, the world Position of the target.
CVector WorldTarget;
NLMISC::CVector WorldTarget;
/// For TargetMode only, the Pos of eyes relative to the bone controlled. Default to (0,0,0)
CVector EyePos;
NLMISC::CVector EyePos;
/// For DirectionMode, the WorldRotation to apply to the bone. NB: modified in execute() if TargetMode
CQuat CurrentWorldDirection;
NLMISC::CQuat CurrentWorldDirection;
// @}
/// \name Common
@ -61,13 +61,13 @@ public:
/** This enable or disable the ctrl. When disabled or enabled, the ctrl ensure
* that the movement does not "pop", respecting MaxAngularVelocity. Default to true.
*/
bool Enabled;
bool Enabled;
/// This give The World Orientation when the Mesh is in bind Pos (default to "LookBack").
CQuat DefaultWorldDirection;
NLMISC::CQuat DefaultWorldDirection;
/// The Maximum angle of rotation that can be performed between the Default Direction and Current Direction. Default to Pi/3
float MaxAngle;
float MaxAngle;
/// The Maximum Angular Velocity the ctrl can perform. Default to 2*Pi per second.
float MaxAngularVelocity;
float MaxAngularVelocity;
// @}
@ -77,19 +77,19 @@ public:
virtual ~CTargetAnimCtrl();
/// Called at compute() time.
virtual void execute(CSkeletonModel *model, CBone *bone);
virtual void execute(CSkeletonModel *model, CBone *bone);
private:
/// The last rotation computed (in LocalSkeleton Space). Used to smooth transition
CQuat _LastLSRotation;
NLMISC::CQuat _LastLSRotation;
/// This tells that a Enable/Disable transition is in progress.
bool _LastEnabled;
bool _EnableToDisableTransition;
bool _LastEnabled;
bool _EnableToDisableTransition;
CQuat getCurrentLSRotationFromBone(CSkeletonModel *model, CBone *bone);
NLMISC::CQuat getCurrentLSRotationFromBone(CSkeletonModel *model, CBone *bone);
};

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@ -54,16 +54,16 @@ public:
bool isSharingEnabled() const { return !_DisableSharing; }
// set the ambiant/ diffuse color to be added to the embossed texture
void setAmbient(CRGBA ambient) { _Ambient = ambient; touch(); }
void setDiffuse(CRGBA diffuse) { _Diffuse = diffuse; touch(); }
void setAmbient(NLMISC::CRGBA ambient) { _Ambient = ambient; touch(); }
void setDiffuse(NLMISC::CRGBA diffuse) { _Diffuse = diffuse; touch(); }
// Set the direction of light (usually should be normalized). The bitmap is in the x,y plane
void setLightDir(const NLMISC::CVector &lightDir) { _LightDir = lightDir; touch(); }
// set a factor for the slope
void setSlopeFactor(float factor) { _SlopeFactor = factor; touch(); }
//
CRGBA getAmbient() const { return _Ambient; }
CRGBA getDiffuse() const { return _Diffuse; }
const CVector &getLightDir() const { return _LightDir; }
NLMISC::CRGBA getAmbient() const { return _Ambient; }
NLMISC::CRGBA getDiffuse() const { return _Diffuse; }
const NLMISC::CVector &getLightDir() const { return _LightDir; }
float getSlopeFactor() const { return _SlopeFactor; }
@ -75,8 +75,8 @@ protected:
// inherited from ITexture. Generate this bumpmap pixels
virtual void doGenerate(bool async = false);
NLMISC::CSmartPtr<ITexture> _HeightMap;
CRGBA _Ambient;
CRGBA _Diffuse;
NLMISC::CRGBA _Ambient;
NLMISC::CRGBA _Diffuse;
NLMISC::CVector _LightDir;
bool _DisableSharing;
float _SlopeFactor;

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@ -32,6 +32,7 @@ using NLMISC::CQuat;
class ILogicInfo;
class CCluster;
class ITransformable;
// ***************************************************************************
/**

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@ -48,7 +48,7 @@ public:
/// PointLights. Used at CVegetableManager::updateLighting() to get current colors of pointLights.
CPointLightNamed *PointLight[MaxNumLight];
/// Direction of the light. the direction to the instance should be precomputed.
CVector Direction[MaxNumLight];
NLMISC::CVector Direction[MaxNumLight];
/// Factor to be multiplied by color of the light. Actually it is the attenuation factor.
uint PointLightFactor[MaxNumLight];

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@ -21,6 +21,7 @@
//
#include "nel/3d/texture_cube.h"
#include "nel/3d/texture_blank.h"
#include "nel/3d/animation_time.h"
namespace NL3D

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@ -19,6 +19,7 @@
#include "nel/3d/coarse_mesh_build.h"
#include "nel/3d/mesh.h"
#include "nel/3d/debug_vb.h"
using namespace NLMISC;

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@ -21,6 +21,8 @@
#include "nel/3d/texture_file.h"
#include "nel/misc/hierarchical_timer.h"
#include "nel/3d/clip_trav.h"
#include "nel/3d/debug_vb.h"
#include "nel/misc/fast_mem.h"

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@ -22,6 +22,7 @@
#include "nel/3d/material.h"
#include "nel/3d/frustum.h"
#include "nel/3d/viewport.h"
#include "nel/3d/debug_vb.h"
#include "nel/misc/smart_ptr.h"
#include "nel/misc/debug.h"

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@ -33,6 +33,8 @@
#include "nel/3d/water_env_map_user.h"
#include "nel/3d/water_pool_manager.h"
#include "nel/3d/u_camera.h"
#include "nel/3d/debug_vb.h"
#include "nel/misc/hierarchical_timer.h"
#include "nel/misc/event_emitter.h"

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@ -26,8 +26,9 @@
#include "nel/3d/occlusion_query.h"
#include "nel/3d/mesh.h"
#include "nel/3d/viewport.h"
#include "nel/misc/common.h"
#include "nel/3d/debug_vb.h"
#include "nel/misc/common.h"
namespace NL3D {

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@ -24,8 +24,11 @@
#include "nel/3d/landscape.h"
#include "nel/3d/landscape_profile.h"
#include "nel/3d/patchdlm_context.h"
#include "nel/3d/debug_vb.h"
#include "nel/misc/vector.h"
#include "nel/misc/common.h"
using namespace std;
using namespace NLMISC;

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@ -19,8 +19,9 @@
#include "nel/3d/play_list_user.h"
#include "nel/3d/animation_set_user.h"
#include "nel/3d/u_transform.h"
#include "nel/misc/hierarchical_timer.h"
#include "nel/3d/transform.h"
#include "nel/misc/hierarchical_timer.h"
#include "nel/misc/debug.h"
using namespace NLMISC;

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@ -21,6 +21,8 @@
#include "nel/3d/ps_iterator.h"
#include "nel/3d/driver.h"
#include "nel/3d/particle_system.h"
#include "nel/3d/debug_vb.h"
#include "nel/misc/fast_mem.h"
namespace NL3D

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@ -21,8 +21,9 @@
#include "nel/3d/driver.h"
#include "nel/3d/ps_iterator.h"
#include "nel/3d/particle_system.h"
#include "nel/misc/quat.h"
#include "nel/3d/debug_vb.h"
#include "nel/misc/quat.h"
namespace NL3D

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@ -21,6 +21,8 @@
#include "nel/3d/driver.h"
#include "nel/3d/ps_iterator.h"
#include "nel/3d/particle_system.h"
#include "nel/3d/debug_vb.h"
#include "nel/misc/fast_floor.h"

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@ -22,6 +22,7 @@
#include "nel/3d/ps_iterator.h"
#include "nel/3d/particle_system.h"
#include "nel/3d/driver.h"
#include "nel/3d/debug_vb.h"

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@ -29,12 +29,11 @@
#include "nel/3d/particle_system_shape.h"
#include "nel/3d/particle_system_model.h"
#include "nel/3d/ps_iterator.h"
#include "nel/3d/debug_vb.h"
#include "nel/misc/stream.h"
#include "nel/misc/path.h"
namespace NL3D
{

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@ -20,6 +20,8 @@
#include "nel/3d/ps_ribbon_base.h"
#include "nel/3d/particle_system.h"
using namespace NLMISC;
namespace NL3D
{

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@ -20,6 +20,7 @@
#include "nel/3d/particle_system.h"
#include "nel/3d/ps_macro.h"
#include "nel/3d/driver.h"
#include "nel/3d/debug_vb.h"
namespace NL3D
{

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@ -22,6 +22,7 @@
#include "nel/3d/texture_grouped.h"
#include "nel/3d/ps_iterator.h"
#include "nel/3d/particle_system.h"
#include "nel/3d/debug_vb.h"
namespace NL3D

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@ -21,6 +21,8 @@
#include "nel/3d/u_ps_sound_interface.h"
#include "nel/3d/ps_attrib_maker.h"
using namespace NLMISC;
namespace NL3D
{

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@ -19,6 +19,8 @@
#include "nel/3d/ray_mesh.h"
#include "nel/misc/vector_2f.h"
#include "nel/misc/fast_mem.h"
#include "nel/misc/plane.h"
#include "nel/3d/matrix_3x4.h"
using namespace NLMISC;

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@ -17,6 +17,8 @@
#include "std3d.h"
#include "nel/3d/texture_emboss.h"
using namespace NLMISC;
namespace NL3D {
// ***********************************************************************************************************

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@ -19,6 +19,7 @@
#include "nel/3d/vegetablevb_allocator.h"
#include "nel/3d/vegetable_def.h"
#include "nel/3d/debug_vb.h"
using namespace std;