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| author | Ferenc Arn | 2017-04-05 17:47:13 -0500 |
|---|---|---|
| committer | Ferenc Arn | 2017-04-06 13:03:56 -0500 |
| commit | 9a37ff1e34fe445a9168a7d91ae1df7d9928eb25 (patch) | |
| tree | f524cd3d1fd4c31e7e1fe868eea45d3d3086c2f6 /core/math/math_funcs.h | |
| parent | 454f53c77659721a529c48fd4be6bf80d33c0082 (diff) | |
| download | godot-9a37ff1e34fe445a9168a7d91ae1df7d9928eb25.tar.gz godot-9a37ff1e34fe445a9168a7d91ae1df7d9928eb25.tar.zst godot-9a37ff1e34fe445a9168a7d91ae1df7d9928eb25.zip | |
Diffstat (limited to 'core/math/math_funcs.h')
| -rw-r--r-- | core/math/math_funcs.h | 2 |
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. |
