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3d:: fixed letters
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@ -218,11 +218,11 @@ void display_data::set_projection(int ed, bool apply_models) {
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shaderside_projection = true, glhr::new_shader_projection = glhr::shader_projection::band;
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shaderside_projection = true, glhr::new_shader_projection = glhr::shader_projection::band;
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if(pmodel == mdHalfplane && hyperbolic && apply_models)
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if(pmodel == mdHalfplane && hyperbolic && apply_models)
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shaderside_projection = true, glhr::new_shader_projection = glhr::shader_projection::halfplane;
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shaderside_projection = true, glhr::new_shader_projection = glhr::shader_projection::halfplane;
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if(DIM == 3 && hyperbolic)
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if(DIM == 3 && hyperbolic && apply_models)
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shaderside_projection = true, glhr::new_shader_projection = glhr::shader_projection::standardH3;
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shaderside_projection = true, glhr::new_shader_projection = glhr::shader_projection::standardH3;
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if(DIM == 3 && euclid)
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if(DIM == 3 && euclid && apply_models)
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shaderside_projection = true, glhr::new_shader_projection = glhr::shader_projection::standardR3;
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shaderside_projection = true, glhr::new_shader_projection = glhr::shader_projection::standardR3;
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if(DIM == 3 && sphere) {
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if(DIM == 3 && sphere && apply_models) {
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shaderside_projection = true;
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shaderside_projection = true;
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if(spherephase == 0) glhr::new_shader_projection = glhr::shader_projection::standardS30;
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if(spherephase == 0) glhr::new_shader_projection = glhr::shader_projection::standardS30;
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if(spherephase == 1) glhr::new_shader_projection = glhr::shader_projection::standardS31;
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if(spherephase == 1) glhr::new_shader_projection = glhr::shader_projection::standardS31;
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