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Fixed compilation error due to obsolete internal::abs and internal::sqrt function calls
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@ -234,7 +234,7 @@ void RenderingWidget::drawScene()
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gpu.drawVector(Vector3f::Zero(), length*Vector3f::UnitZ(), Color(0,0,1,1));
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gpu.drawVector(Vector3f::Zero(), length*Vector3f::UnitZ(), Color(0,0,1,1));
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// draw the fractal object
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// draw the fractal object
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float sqrt3 = internal::sqrt(3.);
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float sqrt3 = std::sqrt(3.);
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glLightfv(GL_LIGHT0, GL_AMBIENT, Vector4f(0.5,0.5,0.5,1).data());
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glLightfv(GL_LIGHT0, GL_AMBIENT, Vector4f(0.5,0.5,0.5,1).data());
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glLightfv(GL_LIGHT0, GL_DIFFUSE, Vector4f(0.5,1,0.5,1).data());
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glLightfv(GL_LIGHT0, GL_DIFFUSE, Vector4f(0.5,1,0.5,1).data());
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glLightfv(GL_LIGHT0, GL_SPECULAR, Vector4f(1,1,1,1).data());
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glLightfv(GL_LIGHT0, GL_SPECULAR, Vector4f(1,1,1,1).data());
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@ -23,7 +23,7 @@ void Trackball::track(const Vector2i& point2D)
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{
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{
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Vector3f axis = mLastPoint3D.cross(newPoint3D).normalized();
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Vector3f axis = mLastPoint3D.cross(newPoint3D).normalized();
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float cos_angle = mLastPoint3D.dot(newPoint3D);
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float cos_angle = mLastPoint3D.dot(newPoint3D);
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if ( internal::abs(cos_angle) < 1.0 )
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if ( std::abs(cos_angle) < 1.0 )
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{
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{
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float angle = 2. * acos(cos_angle);
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float angle = 2. * acos(cos_angle);
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if (mMode==Around)
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if (mMode==Around)
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