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0025266: Debug statements in the source are getting flushed on to the console

Suppress remaining couts in packages explicitly mentioned in the original bug description

Correction of test cases for issue CR25266
This commit is contained in:
abv
2014-10-16 16:45:55 +04:00
parent a520f6eb9a
commit aefdc31bf0
24 changed files with 127 additions and 129 deletions

View File

@@ -55,73 +55,6 @@
#include <AIS_MapIteratorOfMapOfInteractive.hxx>
#endif
//unused
/*#ifdef DEB
static void InfoOnLight(const Handle(V3d_View) aView)
{
Standard_Real V1=0.,V2=0.,V3=0.;
Standard_Integer IndexOfLit(0);
static Standard_Boolean FirstTime (Standard_True);
if(FirstTime)
{
FirstTime = Standard_False;
for (aView->InitActiveLights();aView->MoreActiveLights();aView->NextActiveLights()){
IndexOfLit++;
cout<<"lumiere no "<<IndexOfLit<<"\n************\n\t";
Handle(V3d_Light) Li = aView->ActiveLight();
Quantity_NameOfColor Col;
Li->Color(Col);
cout<<"Color :"<<Standard_Integer(Col)<<"\n\t"<<endl;
cout<<"type :";
switch(Li->Type()){
case V3d_AMBIENT:
{
cout<<" AMBIENT\n\t";
//POP K4L
// Handle(V3d_AmbientLight)::DownCast(Li)->DisplayPosition(V1,V2,V3);
cout<<"Position : X1 = "<<V1<<" X2 = "<<V2<<" X3 = "<<V3<<endl;
break;
}
case V3d_DIRECTIONAL:
{
cout<<" DIRECTIONAL\n\t";
Handle(V3d_DirectionalLight)::DownCast(Li)->DisplayPosition(V1,V2,V3);
cout<<"Position : X1 = "<<V1<<" X2 = "<<V2<<" X3 = "<<V3<<endl;
Handle(V3d_DirectionalLight)::DownCast(Li)->Direction(V1,V2,V3);
cout<<"Direction : V1 = "<<V1<<" V2 = "<<V2<<" V3 = "<<V3<<endl;
break;
}
case V3d_POSITIONAL:
{
cout<<" POSITIONAL\n\t";
Handle(V3d_PositionalLight)::DownCast(Li)->Position(V1,V2,V3);
cout<<"Position : X1 = "<<V1<<" X2 = "<<V2<<" X3 = "<<V3<<endl;
Handle(V3d_PositionalLight)::DownCast(Li)->Target(V1,V2,V3);
cout<<"Target : x1 = "<<V1<<" x2 = "<<V2<<" x3 = "<<V3<<endl;
break;
}
case V3d_SPOT:
{
cout<<" SPOT\n\t";
cout<<" DIRECTIONAL\n\t";
Handle(V3d_SpotLight)::DownCast(Li)->Position(V1,V2,V3);
cout<<"Position : X1 = "<<V1<<" X2 = "<<V2<<" X3 = "<<V3<<endl;
Handle(V3d_SpotLight)::DownCast(Li)->Direction(V1,V2,V3);
cout<<"Direction : V1 = "<<V1<<" V2 = "<<V2<<" V3 = "<<V3<<endl;
Handle(V3d_PositionalLight)::DownCast(Li)->Target(V1,V2,V3);
cout<<"Target : x1 = "<<V1<<" x2 = "<<V2<<" x3 = "<<V3<<endl;
cout<<"\tAngle :"<<Handle(V3d_SpotLight)::DownCast(Li)->Angle()<<endl;
break;
}
}
}
}
}
#endif
*/
//=======================================================================
//function : MoveTo
//purpose :