Graphic3d_TypeOfMaterial type;
} Material;
-static Material theMaterials[] =
+namespace
{
- {"Brass", Graphic3d_MATERIAL_PHYSIC},
- {"Bronze", Graphic3d_MATERIAL_PHYSIC},
- {"Copper", Graphic3d_MATERIAL_PHYSIC},
- {"Gold", Graphic3d_MATERIAL_PHYSIC},
- {"Pewter", Graphic3d_MATERIAL_PHYSIC},
- {"Plastered", Graphic3d_MATERIAL_ASPECT},
- {"Plastified", Graphic3d_MATERIAL_ASPECT},
- {"Silver", Graphic3d_MATERIAL_PHYSIC},
- {"Steel", Graphic3d_MATERIAL_PHYSIC},
- {"Stone", Graphic3d_MATERIAL_PHYSIC},
- {"Shiny_plastified", Graphic3d_MATERIAL_ASPECT},
- {"Satined", Graphic3d_MATERIAL_ASPECT},
- {"Metalized", Graphic3d_MATERIAL_ASPECT},
- {"Ionized", Graphic3d_MATERIAL_ASPECT},
- {"Chrome", Graphic3d_MATERIAL_PHYSIC},
- {"Aluminium", Graphic3d_MATERIAL_PHYSIC},
- {"Obsidian", Graphic3d_MATERIAL_PHYSIC},
- {"Neon", Graphic3d_MATERIAL_PHYSIC},
- {"Jade", Graphic3d_MATERIAL_PHYSIC},
- {"Charcoal", Graphic3d_MATERIAL_PHYSIC},
- {"Water", Graphic3d_MATERIAL_PHYSIC},
- {"Glass", Graphic3d_MATERIAL_PHYSIC},
- {"Diamond", Graphic3d_MATERIAL_PHYSIC}
-
-};
+ static const Material theMaterials[] =
+ {
+ {"Brass", Graphic3d_MATERIAL_PHYSIC},
+ {"Bronze", Graphic3d_MATERIAL_PHYSIC},
+ {"Copper", Graphic3d_MATERIAL_PHYSIC},
+ {"Gold", Graphic3d_MATERIAL_PHYSIC},
+ {"Pewter", Graphic3d_MATERIAL_PHYSIC},
+ {"Plastered", Graphic3d_MATERIAL_ASPECT},
+ {"Plastified", Graphic3d_MATERIAL_ASPECT},
+ {"Silver", Graphic3d_MATERIAL_PHYSIC},
+ {"Steel", Graphic3d_MATERIAL_PHYSIC},
+ {"Stone", Graphic3d_MATERIAL_PHYSIC},
+ {"Shiny_plastified", Graphic3d_MATERIAL_ASPECT},
+ {"Satined", Graphic3d_MATERIAL_ASPECT},
+ {"Metalized", Graphic3d_MATERIAL_ASPECT},
+ {"Ionized", Graphic3d_MATERIAL_ASPECT},
+ {"Chrome", Graphic3d_MATERIAL_PHYSIC},
+ {"Aluminium", Graphic3d_MATERIAL_PHYSIC},
+ {"Obsidian", Graphic3d_MATERIAL_PHYSIC},
+ {"Neon", Graphic3d_MATERIAL_PHYSIC},
+ {"Jade", Graphic3d_MATERIAL_PHYSIC},
+ {"Charcoal", Graphic3d_MATERIAL_PHYSIC},
+ {"Water", Graphic3d_MATERIAL_PHYSIC},
+ {"Glass", Graphic3d_MATERIAL_PHYSIC},
+ {"Diamond", Graphic3d_MATERIAL_PHYSIC}
+
+ };
+}
// =======================================================================
// function : NumberOfMaterials