fix some comments

This commit is contained in:
ZappoMan 2014-10-17 16:07:08 -07:00
parent 70d718178d
commit 61b53701f3
2 changed files with 2 additions and 2 deletions

View file

@ -132,7 +132,7 @@ bool ModelOverlay::findRayIntersection(const glm::vec3& origin, const glm::vec3&
glm::vec3 overlayFrameOrigin = glm::vec3(worldToEntityMatrix * glm::vec4(origin, 1.0f));
glm::vec3 overlayFrameDirection = glm::vec3(worldToEntityMatrix * glm::vec4(direction, 0.0f));
// we can use the AABox's ray intersection by mapping our origin and direction into the entity frame
// we can use the AABox's ray intersection by mapping our origin and direction into the overlays frame
// and testing intersection there.
if (overlayFrameBox.findRayIntersection(overlayFrameOrigin, overlayFrameDirection, distance, face)) {
return true;

View file

@ -101,7 +101,7 @@ bool Volume3DOverlay::findRayIntersection(const glm::vec3& origin, const glm::ve
glm::vec3 overlayFrameOrigin = glm::vec3(worldToEntityMatrix * glm::vec4(origin, 1.0f));
glm::vec3 overlayFrameDirection = glm::vec3(worldToEntityMatrix * glm::vec4(direction, 0.0f));
// we can use the AABox's ray intersection by mapping our origin and direction into the entity frame
// we can use the AABox's ray intersection by mapping our origin and direction into the overlays frame
// and testing intersection there.
if (overlayFrameBox.findRayIntersection(overlayFrameOrigin, overlayFrameDirection, distance, face)) {
return true;