GL::PushMatrix push_mat;
float rot = picking_track->get_endpoint_direction(picking_entry);
- Point pos = picking_track->get_endpoint_position(picking_entry);
+ Vector pos = picking_track->get_endpoint_position(picking_entry);
GL::translate(pos.x, pos.y, pos.z+0.03);
GL::rotate(rot*180/M_PI+180, 0, 0, 1);
float max_y = 0;
for(Layout3D::TrackMap::const_iterator i=tracks.begin(); i!=tracks.end(); ++i)
{
- Point minp, maxp;
+ Vector minp, maxp;
i->second->get_bounds(angle, minp, maxp);
min_x = min(min_x, minp.x);
max_x = max(max_x, maxp.x);