diff --git a/OVP/D3D9Client/Scene.cpp b/OVP/D3D9Client/Scene.cpp index d874a950e..b8edb212f 100644 --- a/OVP/D3D9Client/Scene.cpp +++ b/OVP/D3D9Client/Scene.cpp @@ -3685,7 +3685,7 @@ void Scene::RenderGlares() // =========================================================================================== // -bool Scene::IsVisibleInCamera(D3DXVECTOR3 *pCnt, float radius) +bool Scene::IsVisibleInCamera(const D3DXVECTOR3 *pCnt, float radius) { float z = Camera.z.x*pCnt->x + Camera.z.y*pCnt->y + Camera.z.z*pCnt->z; if (z<(-radius)) return false; diff --git a/OVP/D3D9Client/Scene.h b/OVP/D3D9Client/Scene.h index c31b449a7..4635a487a 100644 --- a/OVP/D3D9Client/Scene.h +++ b/OVP/D3D9Client/Scene.h @@ -342,7 +342,7 @@ class Scene { bool CameraPan(VECTOR3 pan, double speed); // Check if a sphere located in pCnt (relative to cam) with a specified radius is visible in a camera - bool IsVisibleInCamera(D3DXVECTOR3 *pCnt, float radius); + bool IsVisibleInCamera(const D3DXVECTOR3 *pCnt, float radius); bool IsProxyMesh(); bool CameraDirection2Viewport(const VECTOR3 &dir, int &x, int &y); double GetTanAp() const { return tan(Camera.aperture); }