#if !defined( INCLUDED_MODEL_H )
#define INCLUDED_MODEL_H
+#include "globaldefs.h"
#include "cullable.h"
#include "renderable.h"
#include "selectable.h"
glEnd();
#endif
-#if defined( _DEBUG )
+#if GDEF_DEBUG
glBegin( GL_LINES );
for ( VertexBuffer<ArbitraryMeshVertex>::const_iterator i = m_vertices.begin(); i != m_vertices.end(); ++i )
AABB m_aabb_local;
public:
-Callback m_lightsChanged;
+Callback<void()> m_lightsChanged;
~Model(){
for ( surfaces_t::iterator i = m_surfaces.begin(); i != m_surfaces.end(); ++i )
void lightsChanged(){
m_lightList->lightsChanged();
}
-typedef MemberCaller<ModelInstance, &ModelInstance::lightsChanged> LightsChangedCaller;
+typedef MemberCaller<ModelInstance, void(), &ModelInstance::lightsChanged> LightsChangedCaller;
void constructRemaps(){
ModelSkin* skin = NodeTypeCast<ModelSkin>::cast( path().parent() );
~ModelInstance(){
destroyRemaps();
- Instance::setTransformChangedCallback( Callback() );
+ Instance::setTransformChangedCallback( Callback<void()>() );
- m_model.m_lightsChanged = Callback();
+ m_model.m_lightsChanged = Callback<void()>();
GlobalShaderCache().detach( *this );
}