- if(const Geometry::BoundingSphere<float, 3> *bsphere = i->renderable->get_bounding_sphere())
- i->depth = dot(*matrix*bsphere->get_center()-camera_pos, look_dir)+bsphere->get_radius()*radius_factor;
+ if(const Geometry::BoundingSphere<float, 3> *bsphere = r.renderable->get_bounding_sphere())
+ r.depth = dot(*matrix*bsphere->get_center()-camera_pos, look_dir)+bsphere->get_radius()*radius_factor;