The vertex that should be used by the apply_relative_transform
is the one passed in as const, and the result should be placed
inside the non-const ClutterVertext. Currently, we are using
the latter, and thus the function is completely useless.
g_return_if_fail (point != NULL);
g_return_if_fail (vertex != NULL);
- x = vertex->x;
- y = vertex->y;
- z = vertex->z;
+ x = point->x;
+ y = point->y;
+ z = point->z;
w = 1.0;
/* First we tranform the point using the OpenGL modelview matrix */