// Method: convertDisplayToWorld
// Purpose: Convert display coordinates to world coordinates
//============================================================================
-bool IVtkTools_ShapePicker::convertDisplayToWorld (vtkRenderer *theRenderer,
- vtkFloatingPointType theDisplayCoord[3],
- vtkFloatingPointType theWorldCoord[3])
+bool IVtkTools_ShapePicker::convertDisplayToWorld (vtkRenderer *theRenderer,
+ double theDisplayCoord[3],
+ double theWorldCoord[3])
{
// Convert the selection point into world coordinates.
theRenderer->SetDisplayPoint (theDisplayCoord[0], theDisplayCoord[1], theDisplayCoord[2]);
theRenderer->DisplayToWorld();
- vtkFloatingPointType* const aCoords = theRenderer->GetWorldPoint();
+ double* const aCoords = theRenderer->GetWorldPoint();
if (aCoords[3] == 0.0)
{
return false;
//! Convert display coordinates to world coordinates
static bool convertDisplayToWorld (vtkRenderer *theRenderer,
- vtkFloatingPointType theDisplayCoord[3],
- vtkFloatingPointType theWorldCoord[3] );
+ double theDisplayCoord[3],
+ double theWorldCoord[3] );
private: // not copyable
IVtkTools_ShapePicker (const IVtkTools_ShapePicker&);
myRenderer->SetDisplayPoint (theDisplayPnt.X(), theDisplayPnt.Y(), 0.0);
myRenderer->DisplayToWorld();
- vtkFloatingPointType* const aCoords = myRenderer->GetWorldPoint();
+ double* const aCoords = myRenderer->GetWorldPoint();
if (aCoords[3] == 0.0) // Point at infinity in homogeneous coordinates
{
return false;