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-rw-r--r--Opcode/OPC_PlanesAABBOverlap.h4
1 files changed, 2 insertions, 2 deletions
diff --git a/Opcode/OPC_PlanesAABBOverlap.h b/Opcode/OPC_PlanesAABBOverlap.h
index 010b82f..80b8bce 100644
--- a/Opcode/OPC_PlanesAABBOverlap.h
+++ b/Opcode/OPC_PlanesAABBOverlap.h
@@ -11,7 +11,7 @@
* \return TRUE if boxes overlap planes
*/
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-inline_ BOOL PlanesCollider::PlanesAABBOverlap(const Point& center, const Point& extents, udword& out_clip_mask, udword in_clip_mask)
+inline_ BOOL PlanesCollider::PlanesAABBOverlap(const IcePoint& center, const IcePoint& extents, udword& out_clip_mask, udword in_clip_mask)
{
// Stats
mNbVolumeBVTests++;
@@ -21,7 +21,7 @@ inline_ BOOL PlanesCollider::PlanesAABBOverlap(const Point& center, const Point&
// Evaluate through all active frustum planes. We determine the relation
// between the AABB and a plane by using the concept of "near" and "far"
// vertices originally described by Zhang (and later by Möller). Our
- // variant here uses 3 fabs ops, 6 muls, 7 adds and two floating point
+ // variant here uses 3 fabs ops, 6 muls, 7 adds and two floating IcePoint
// comparisons per plane. The routine early-exits if the AABB is found
// to be outside any of the planes. The loop also constructs a new output
// clip mask. Most FPUs have a native single-cycle fabsf() operation.