On Jun 15, 2012, at 10:04 AM, [email protected] wrote:

> -     if((hitDistOut / sizeVoxel[0]) - floor(hitDistOut / sizeVoxel[0]) <= 
> FLT_EPSILON) {
> +     if(ZERO((hitDistOut / sizeVoxel[0]) - floor(hitDistOut / 
> sizeVoxel[0]))) {

That actually looks like a case where you want to use EQUAL() instead of 
ZERO(), given the subtraction.


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