Commit f5a2be6e authored by cutealien's avatar cutealien

Oops, I did accidentally use 'auto' in Irrlicht code. Better wait until c++0x...

Oops, I did accidentally use 'auto' in Irrlicht code. Better wait until c++0x usage is a little more common ;-)


git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@3860 dfc29bdd-3216-0410-991c-e03cc46cb475
parent 87f86371
......@@ -236,7 +236,7 @@ void CColladaMeshWriter::makeMeshNames(irr::scene::ISceneNode * node)
}
const core::list<ISceneNode*>& children = node->getChildren();
for ( auto it = children.begin(); it != children.end(); ++it )
for ( core::list<ISceneNode*>::ConstIterator it = children.begin(); it != children.end(); ++it )
{
makeMeshNames(*it);
}
......@@ -259,7 +259,7 @@ void CColladaMeshWriter::writeNodeMaterials(irr::scene::ISceneNode * node)
}
const core::list<ISceneNode*>& children = node->getChildren();
for ( auto it = children.begin(); it != children.end(); ++it )
for ( core::list<ISceneNode*>::ConstIterator it = children.begin(); it != children.end(); ++it )
{
writeNodeMaterials( *it );
}
......@@ -292,7 +292,7 @@ void CColladaMeshWriter::writeNodeEffects(irr::scene::ISceneNode * node)
}
const core::list<ISceneNode*>& children = node->getChildren();
for ( auto it = children.begin(); it != children.end(); ++it )
for ( core::list<ISceneNode*>::ConstIterator it = children.begin(); it != children.end(); ++it )
{
writeNodeEffects( *it );
}
......@@ -315,7 +315,7 @@ void CColladaMeshWriter::writeNodeGeometries(irr::scene::ISceneNode * node)
}
const core::list<ISceneNode*>& children = node->getChildren();
for ( auto it = children.begin(); it != children.end(); ++it )
for ( core::list<ISceneNode*>::ConstIterator it = children.begin(); it != children.end(); ++it )
{
writeNodeGeometries( *it );
}
......@@ -347,7 +347,7 @@ void CColladaMeshWriter::writeSceneNode(irr::scene::ISceneNode * node )
}
const core::list<ISceneNode*>& children = node->getChildren();
for ( auto it = children.begin(); it != children.end(); ++it )
for ( core::list<ISceneNode*>::ConstIterator it = children.begin(); it != children.end(); ++it )
{
writeSceneNode( *it );
}
......
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