+ const GL::Vector3 &start = camera.get_position();
+ GL::Vector4 ray = camera.unproject(GL::Vector4(x, y, 0, 0));
+ return Ray(start, ray.slice<3>(0));
+}
+
+void View3D::compute_bounds(Vector &minp, Vector &maxp)
+{
+ const set<Object *> &objects = layout.get_layout().get_all<Object>();