With a couple of parenthesis no need any more for NOMINMAX
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0d98d0216e
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@ -333,12 +333,12 @@ void PathMode::Init(const std::vector < Point3f > &pts)
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for(unsigned int i=1;i<npts;i++){
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for(unsigned int i=1;i<npts;i++){
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seg_length=Distance(points[i-1],points[i]);
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seg_length=Distance(points[i-1],points[i]);
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path_length += seg_length;
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path_length += seg_length;
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min_seg_length = std::min(seg_length,min_seg_length);
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min_seg_length = (std::min)(seg_length,min_seg_length);
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}
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}
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if(wrap){
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if(wrap){
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seg_length=Distance(points[npts-1],points[0]);
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seg_length=Distance(points[npts-1],points[0]);
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path_length += seg_length;
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path_length += seg_length;
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min_seg_length = std::min(seg_length,min_seg_length);
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min_seg_length = (std::min)(seg_length,min_seg_length);
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}
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}
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}
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}
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@ -616,7 +616,7 @@ void AreaMode::Init(const std::vector < Point3f > &pts)
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}
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}
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min_side_length=Distance(points[0],points[1]);
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min_side_length=Distance(points[0],points[1]);
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for(unsigned int i=1;i<npts;i++){
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for(unsigned int i=1;i<npts;i++){
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min_side_length=std::min(Distance(points[i-1],points[i]),min_side_length);
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min_side_length=(std::min)(Distance(points[i-1],points[i]),min_side_length);
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}
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}
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rubberband_handle=old_status=status=initial_status=p0;
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rubberband_handle=old_status=status=initial_status=p0;
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}
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}
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@ -752,9 +752,9 @@ void DrawUglyLetter(Trackball * tb,std::vector<Point3f> ugly_letter)
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{
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{
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Point3f center=tb->camera.Project(tb->center);
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Point3f center=tb->camera.Project(tb->center);
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float offset=0;
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float offset=0;
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offset=std::max(offset,Distance(center,tb->camera.Project(tb->center+(Point3f(1,0,0) * tb->radius))));
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offset=(std::max)(offset,Distance(center,tb->camera.Project(tb->center+(Point3f(1,0,0) * tb->radius))));
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offset=std::max(offset,Distance(center,tb->camera.Project(tb->center+(Point3f(0,1,0) * tb->radius))));
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offset=(std::max)(offset,Distance(center,tb->camera.Project(tb->center+(Point3f(0,1,0) * tb->radius))));
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offset=std::max(offset,Distance(center,tb->camera.Project(tb->center+(Point3f(0,0,1) * tb->radius))));
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offset=(std::max)(offset,Distance(center,tb->camera.Project(tb->center+(Point3f(0,0,1) * tb->radius))));
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glPushMatrix();
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glPushMatrix();
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glPushAttrib (GL_ALL_ATTRIB_BITS);
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glPushAttrib (GL_ALL_ATTRIB_BITS);
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// go to world coords
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// go to world coords
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