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-rw-r--r--Opcode/OPC_Picking.cpp6
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;