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Commit 32d64954 authored by Christophe Geuzaine's avatar Christophe Geuzaine
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I think picking undo is more intuitive when using maxdepth
parent b0aa9e57
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// $Id: SelectBuffer.cpp,v 1.3 2006-08-24 15:09:30 geuzaine Exp $ // $Id: SelectBuffer.cpp,v 1.4 2006-08-24 17:26:26 geuzaine Exp $
// //
// Copyright (C) 1997-2006 C. Geuzaine, J.-F. Remacle // Copyright (C) 1997-2006 C. Geuzaine, J.-F. Remacle
// //
...@@ -103,16 +103,16 @@ bool ProcessSelectionBuffer(int entityType, bool multipleSelection, ...@@ -103,16 +103,16 @@ bool ProcessSelectionBuffer(int entityType, bool multipleSelection,
// and the fourth is the index of the element in the vertex // and the fourth is the index of the element in the vertex
// array // array
GLuint names = *ptr++; GLuint names = *ptr++;
GLuint mindepth = *ptr++; *ptr++; // mindepth
*ptr++; // maxdepth GLuint maxdepth = *ptr++;
if(names == 2){ if(names == 2){
GLuint depth = mindepth; GLuint depth = maxdepth;
GLuint type = *ptr++; GLuint type = *ptr++;
GLuint ient = *ptr++; GLuint ient = *ptr++;
hits.push_back(hit(type, ient, depth)); hits.push_back(hit(type, ient, depth));
} }
else if(names == 4){ else if(names == 4){
GLuint depth = mindepth; GLuint depth = maxdepth;
GLuint type = *ptr++; GLuint type = *ptr++;
GLuint ient = *ptr++; GLuint ient = *ptr++;
GLuint type2 = *ptr++; GLuint type2 = *ptr++;
......
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