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authorFerenc Arn2017-04-05 17:47:13 -0500
committerFerenc Arn2017-04-06 13:03:56 -0500
commit9a37ff1e34fe445a9168a7d91ae1df7d9928eb25 (patch)
treef524cd3d1fd4c31e7e1fe868eea45d3d3086c2f6 /core/math/math_funcs.h
parent454f53c77659721a529c48fd4be6bf80d33c0082 (diff)
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Diffstat (limited to 'core/math/math_funcs.h')
-rw-r--r--core/math/math_funcs.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/core/math/math_funcs.h b/core/math/math_funcs.h
index 3e02ac0bb..46eeb6eca 100644
--- a/core/math/math_funcs.h
+++ b/core/math/math_funcs.h
@@ -167,7 +167,7 @@ public:
static float random(float from, float to);
static real_t random(int from, int to) { return (real_t)random((real_t)from, (real_t)to); }
- static _ALWAYS_INLINE_ bool isequal_approx(real_t a, real_t b) {
+ static _ALWAYS_INLINE_ bool is_equal_approx(real_t a, real_t b) {
// TODO: Comparing floats for approximate-equality is non-trivial.
// Using epsilon should cover the typical cases in Godot (where a == b is used to compare two reals), such as matrix and vector comparison operators.
// A proper implementation in terms of ULPs should eventually replace the contents of this function.