From 78e29455c5cb4acce769498a5a32be6a3c6085b4 Mon Sep 17 00:00:00 2001 From: "FWoltermann@gmail.com" Date: Thu, 8 Dec 2011 16:00:07 +0000 Subject: Fixing up faulty references to class "Point" to "IcePoint" --- Opcode/OPC_Picking.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'Opcode/OPC_Picking.cpp') 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; -- cgit v1.1