float surface_offset, const float radius,
float r_location_world[3], float r_normal_world[3])
{
- View3D *v3d = cdd->vc.v3d;
ARegion *ar = cdd->vc.ar;
RegionView3D *rv3d = cdd->vc.rv3d;
if (cdd->project.use_plane) {
/* get the view vector to 'location' */
float ray_origin[3], ray_direction[3];
- ED_view3d_win_to_ray_clipped(cdd->vc.ar, v3d, mval_fl, ray_origin, ray_direction, false);
+ ED_view3d_win_to_ray(ar, mval_fl, ray_origin, ray_direction);
float lambda;
if (isect_ray_plane_v3(ray_origin, ray_direction, cdd->project.plane, &lambda, true)) {