<commit_before>//
// Structure3d.cpp
//
// Copyright (c) 2001-2002 Virtual Terrain Project
// Free for all uses, see license.txt for details.
//

#include <fstream>

#include "xmlhelper/easyxml.hpp"
#include "vtlib/vtlib.h"
#include "vtdata/vtlog.h"

#include "Structure3d.h"
#include "Building3d.h"
#include "Fence3d.h"
#include "Terrain.h"

const vtMaterialName BMAT_NAME_HIGHLIGHT = "Highlight";

// Static members
vtMaterialArray *vtStructure3d::s_pMaterials = NULL;
vtMaterialDescriptorArray vtStructure3d::s_MaterialDescriptors;

// There is a single array of materials, shared by all buildings.
// This is done to save memory.  For a list of 16000+ buildings, this can
//  save about 200MB of RAM.
RGBf vtStructure3d::s_Colors[COLOR_SPREAD];

///////////////////////////////////////////////////////////////////////

vtStructInstance3d::vtStructInstance3d() : vtStructInstance()
{
	m_pContainer = NULL;<commit_msg>reordered header (vtlib.h should go first for better precompiled header usage)<commit_after>//
// Structure3d.cpp
//
// Copyright (c) 2001-2002 Virtual Terrain Project
// Free for all uses, see license.txt for details.
//

#include "vtlib/vtlib.h"

#include <fstream>
#include "xmlhelper/easyxml.hpp"
#include "vtdata/vtlog.h"

#include "Structure3d.h"
#include "Building3d.h"
#include "Fence3d.h"
#include "Terrain.h"

const vtMaterialName BMAT_NAME_HIGHLIGHT = "Highlight";

// Static members
vtMaterialArray *vtStructure3d::s_pMaterials = NULL;
vtMaterialDescriptorArray vtStructure3d::s_MaterialDescriptors;

// There is a single array of materials, shared by all buildings.
// This is done to save memory.  For a list of 16000+ buildings, this can
//  save about 200MB of RAM.
RGBf vtStructure3d::s_Colors[COLOR_SPREAD];

///////////////////////////////////////////////////////////////////////

vtStructInstance3d::vtStructInstance3d() : vtStructInstance()
{
	m_pContainer = NULL;
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