<commit_before>#include <vector>
#include <algorithm>
#include <limits>

#include "sdl.h"
#include "sdl_image.h"

#include "GLCubeSphere.h"

GLSLShader GLCubeSphere::shader;

// For std::find
namespace Sigma {
	bool operator ==(const Vertex &lhs, const Vertex &rhs) { return ((lhs.x - rhs.x < std::numeric_limits<float>::epsilon()) && 
																	 (lhs.y - rhs.y < std::numeric_limits<float>::epsilon()) && 
																	 (lhs.z - rhs.z < std::numeric_limits<float>::epsilon())); }
}

GLCubeSphere::GLCubeSphere( const int entityID /*= 0*/ ) : IGLComponent(entityID) {
	this->drawMode = GL_TRIANGLES;
	this->VertBufIndex = 0;
	this->ColorBufIndex = 1;<commit_msg>Oops, forgot abs()<commit_after>#include <vector>
#include <algorithm>
#include <limits>

#include "sdl.h"
#include "sdl_image.h"

#include "GLCubeSphere.h"

GLSLShader GLCubeSphere::shader;

// For std::find
namespace Sigma {
	bool operator ==(const Vertex &lhs, const Vertex &rhs) { return ((abs(rhs.x - lhs.x) < std::numeric_limits<float>::epsilon()) && 
																	 (abs(rhs.y - lhs.y) < std::numeric_limits<float>::epsilon()) && 
																	 (abs(rhs.z - lhs.z) < std::numeric_limits<float>::epsilon())); }
}

GLCubeSphere::GLCubeSphere( const int entityID /*= 0*/ ) : IGLComponent(entityID) {
	this->drawMode = GL_TRIANGLES;
	this->VertBufIndex = 0;
	this->ColorBufIndex = 1;
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