Vector3 first = from;
Vector3 second = to;
- if ( vector3_dot( from, plane.normal() ) > 0 == vector3_dot( to, plane.normal() ) > 0 ) {
+ if ( (vector3_dot( from, plane.normal() ) > 0) == (vector3_dot( to, plane.normal() ) > 0) ) {
first = vector3_negated( first );
second = vector3_negated( second );
}
Matrix4 swap = matrix4_swap_axes( first, second );
- Matrix4 tmp = matrix4_reflection_for_plane( plane );
+ /*Matrix4 tmp =*/ matrix4_reflection_for_plane( plane );
swap.tx() = -static_cast<float>( -2 * plane.a * plane.d );
swap.ty() = -static_cast<float>( -2 * plane.b * plane.d );