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-rw-r--r--core/math/math_funcs.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/core/math/math_funcs.h b/core/math/math_funcs.h
index 3e02ac0bb8..46eeb6eca2 100644
--- a/core/math/math_funcs.h
+++ b/core/math/math_funcs.h
@@ -167,7 +167,7 @@ public:
static float random(float from, float to);
static real_t random(int from, int to) { return (real_t)random((real_t)from, (real_t)to); }
- static _ALWAYS_INLINE_ bool isequal_approx(real_t a, real_t b) {
+ static _ALWAYS_INLINE_ bool is_equal_approx(real_t a, real_t b) {
// TODO: Comparing floats for approximate-equality is non-trivial.
// Using epsilon should cover the typical cases in Godot (where a == b is used to compare two reals), such as matrix and vector comparison operators.
// A proper implementation in terms of ULPs should eventually replace the contents of this function.