{
glDisable (GL_DEPTH_TEST);
}
- for (OpenGl_SequenceOfStructure::Iterator anIter (myView->ImmediateStructures());
- anIter.More(); anIter.Next())
+ for (OpenGl_IndexedMapOfStructure::Iterator anIter (myView->ImmediateStructures()); anIter.More(); anIter.Next())
{
const OpenGl_Structure* aStructure = anIter.Value();
if (!aStructure->IsVisible())