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authorPiotr Dziwinski <piotrdz@gmail.com>2012-08-31 20:55:16 +0200
committerPiotr Dziwinski <piotrdz@gmail.com>2012-08-31 20:55:16 +0200
commite94e26ae1eb0dd8a3838e66db3abe4006d377ab2 (patch)
tree8fbab79952db846311dcfaf9ca149fc2e06805de /src/graphics/engine/terrain.h
parent3e52ae4ca9e27607b5691da0edbf3454e5e6099b (diff)
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New model file format
- added new binary and text formats for models - fixes and improvements in CModelFile - tool for converting model files - minor additions and fixes
Diffstat (limited to 'src/graphics/engine/terrain.h')
-rw-r--r--src/graphics/engine/terrain.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/graphics/engine/terrain.h b/src/graphics/engine/terrain.h
index 24bd1f9..0c3fa63 100644
--- a/src/graphics/engine/terrain.h
+++ b/src/graphics/engine/terrain.h
@@ -157,7 +157,7 @@ public:
//! Empties level
void LevelFlush();
//! Initializes the names of textures to use for the land
- void LevelMaterial(int id, std::string& baseName, float u, float v, int up, int right, int down, int left, float hardness);
+ void LevelMaterial(int id, const std::string& baseName, float u, float v, int up, int right, int down, int left, float hardness);
//! Initializes all the ground with a material
bool LevelInit(int id);
//! Generates a level in the terrain