float mindist = FLT_MAX;
for(j=0; j<numpt; j++) {
- float dx = pos.x - spawnpos[i].x;
- float dy = pos.y - spawnpos[i].y;
- float dz = pos.z - spawnpos[i].z;
+ float dx = pos.x - spawnpos[j].x;
+ float dy = pos.y - spawnpos[j].y;
+ float dz = pos.z - spawnpos[j].z;
float dsq = dx * dx + dy * dy + dz * dz;
if(dsq < mindist) {
mindist = dsq;
update();
- memset(fb_pixels, 0, fb_width * fb_height * 2);
+ memset(fb_pixels, 0, FB_WIDTH * FB_HEIGHT * 2);
g3d_matrix_mode(G3D_MODELVIEW);
g3d_load_identity();