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author | FWoltermann@gmail.com <FWoltermann@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544> | 2011-12-08 16:00:07 +0000 |
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committer | FWoltermann@gmail.com <FWoltermann@gmail.com@076cb2c4-205e-83fd-5cf3-1be9aa105544> | 2011-12-08 16:00:07 +0000 |
commit | 78e29455c5cb4acce769498a5a32be6a3c6085b4 (patch) | |
tree | c71549e69f306cfc302d4c76b48cf99afd7f2f76 /Opcode/OPC_Picking.cpp | |
parent | e33e19d0587146859d48a134ec9fd94e7b7ba5cd (diff) | |
download | starshatter-78e29455c5cb4acce769498a5a32be6a3c6085b4.zip starshatter-78e29455c5cb4acce769498a5a32be6a3c6085b4.tar.gz starshatter-78e29455c5cb4acce769498a5a32be6a3c6085b4.tar.bz2 |
Fixing up faulty references to class "Point" to "IcePoint"
Diffstat (limited to 'Opcode/OPC_Picking.cpp')
-rw-r--r-- | Opcode/OPC_Picking.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/Opcode/OPC_Picking.cpp b/Opcode/OPC_Picking.cpp index 1d6319f..2d0e11b 100644 --- a/Opcode/OPC_Picking.cpp +++ b/Opcode/OPC_Picking.cpp @@ -85,7 +85,7 @@ bool Opcode::SetupInOutTest(RayCollider& collider) bool Opcode::Picking(
CollisionFace& picked_face,
const Ray& world_ray, const Model& model, const Matrix4x4* world,
-float min_dist, float max_dist, const Point& view_point, CullModeCallback callback, void* user_data)
+float min_dist, float max_dist, const IcePoint& view_point, CullModeCallback callback, void* user_data)
{
struct Local
{
@@ -95,7 +95,7 @@ float min_dist, float max_dist, const Point& view_point, CullModeCallback callba float MinLimit;
CullModeCallback Callback;
void* UserData;
- Point ViewPoint;
+ IcePoint ViewPoint;
const MeshInterface* IMesh;
};
@@ -107,7 +107,7 @@ float min_dist, float max_dist, const Point& view_point, CullModeCallback callba // Discard face if we already have a closer hit
if(hit.mDistance>=Data->Closest->mDistance) return;
- // Discard face if hit point is smaller than min limit. This mainly happens when the face is in front
+ // Discard face if hit IcePoint is smaller than min limit. This mainly happens when the face is in front
// of the near clip plane (or straddles it). If we keep the face nonetheless, the user can select an
// object that he may not even be able to see, which is very annoying.
if(hit.mDistance<=Data->MinLimit) return;
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