--- a/src/editmodes/abstractEditMode.cpp Sat Mar 24 11:57:24 2018 +0200 +++ b/src/editmodes/abstractEditMode.cpp Sat Mar 24 12:06:22 2018 +0200 @@ -120,7 +120,7 @@ QList<Vertex> vertices = currentDocument()->inlineVertices().toList(); // Sort the vertices in order of distance to camera - std::sort(vertices.begin(), vertices.end(), [&](const Vertex& a, const Vertex& b) -> bool + sort(vertices.begin(), vertices.end(), [&](const Vertex& a, const Vertex& b) -> bool { if (renderer()->currentCamera().isAxisNegated(Z)) return a[depthAxis] > b[depthAxis]; @@ -132,16 +132,16 @@ { // If the vertex in 2d space is very close to the cursor then we use it regardless of depth. QPoint vect2d = renderer()->currentCamera().convert3dTo2d(vertex) - cursorPosition2D; - double distance2DSquared = std::pow(vect2d.x(), 2) + std::pow(vect2d.y(), 2); + double distance2DSquared = ::squared(vect2d.x()) + ::squared(vect2d.y()); - if (distance2DSquared < 16.0 * 16.0) + if (distance2DSquared < ::squared(16.0)) { closest = &vertex; break; } // Check if too far away from the cursor. - if (distance2DSquared > 64.0 * 64.0) + if (distance2DSquared > ::squared(64.0)) continue; // Not very close to the cursor. Compare using true distance,