Index: code/trunk/src/libraries/util/Clock.h
===================================================================
--- code/trunk/src/libraries/util/Clock.h	(revision 11098)
+++ code/trunk/src/libraries/util/Clock.h	(revision 11099)
@@ -54,5 +54,4 @@
         caveat because it will only capture the time on the same CPU core.
         Confining the main thread to one process could speed up the game.
-        See \ref cmdargspage "Ccommandline Argument" 'limitToCPU' (only on Windows)
     */
     class _UtilExport Clock
Index: code/trunk/src/libraries/util/Math.cc
===================================================================
--- code/trunk/src/libraries/util/Math.cc	(revision 11098)
+++ code/trunk/src/libraries/util/Math.cc	(revision 11099)
@@ -291,9 +291,9 @@
     /**
                 @brief Gets the new vector after a coordinate transformation
-                @param distance Vector which will be transformed
-                @param mydirection New x basevector
-                @param myorthonormal New y basevector
-                @param otherposition New z basevector
-                @return direction in the new coordinates
+                @param totransform Vector which will be transformed
+                @param newx New x basevector
+                @param newy New y basevector
+                @param newz New z basevector
+                @return Vector in the new coordinates
 
                 x is vector in old coordinates
@@ -307,10 +307,10 @@
                 y = T^(-1)*x
             */
-    orxonox::Vector3 getTransformedVector(const orxonox::Vector3& distance, const orxonox::Vector3& mydirection, const orxonox::Vector3& myorthonormal, const orxonox::Vector3& myside)
+    orxonox::Vector3 getTransformedVector(const orxonox::Vector3& totransform, const orxonox::Vector3& newx, const orxonox::Vector3& newy, const orxonox::Vector3& newz)
     {
         // inverse of the transform matrix
-        float determinant = +mydirection.x * (myorthonormal.y*myside.z - myside.y*myorthonormal.z)
-                            -mydirection.y * (myorthonormal.x*myside.z - myorthonormal.z*myside.x)
-                            +mydirection.z * (myorthonormal.x*myside.y - myorthonormal.y*myside.x);
+        float determinant = +newx.x * (newy.y*newz.z - newz.y*newy.z)
+                            -newx.y * (newy.x*newz.z - newy.z*newz.x)
+                            +newx.z * (newy.x*newz.y - newy.y*newz.x);
         float invdet = 1/determinant;
 
@@ -320,19 +320,19 @@
         orxonox::Vector3 zinvtransform;
 
-        xinvtransform.x = (myorthonormal.y * myside.z        - myside.y        * myorthonormal.z)*invdet;
-        xinvtransform.y = (mydirection.z   * myside.y        - mydirection.y   * myside.z       )*invdet;
-        xinvtransform.z = (mydirection.y   * myorthonormal.z - mydirection.z   * myorthonormal.y)*invdet;
-        yinvtransform.x = (myorthonormal.z * myside.x        - myorthonormal.x * myside.z       )*invdet;
-        yinvtransform.y = (mydirection.x   * myside.z        - mydirection.z   * myside.x       )*invdet;
-        yinvtransform.z = (myorthonormal.x * mydirection.z   - mydirection.x   * myorthonormal.z)*invdet;
-        zinvtransform.x = (myorthonormal.x * myside.y        - myside.x        * myorthonormal.y)*invdet;
-        zinvtransform.y = (myside.x        * mydirection.y   - mydirection.x   * myside.y       )*invdet;
-        zinvtransform.z = (mydirection.x   * myorthonormal.y - myorthonormal.x * mydirection.y  )*invdet;
+        xinvtransform.x = (newy.y * newz.z        - newz.y        * newy.z)*invdet;
+        xinvtransform.y = (newx.z   * newz.y        - newx.y   * newz.z       )*invdet;
+        xinvtransform.z = (newx.y   * newy.z - newx.z   * newy.y)*invdet;
+        yinvtransform.x = (newy.z * newz.x        - newy.x * newz.z       )*invdet;
+        yinvtransform.y = (newx.x   * newz.z        - newx.z   * newz.x       )*invdet;
+        yinvtransform.z = (newy.x * newx.z   - newx.x   * newy.z)*invdet;
+        zinvtransform.x = (newy.x * newz.y        - newz.x        * newy.y)*invdet;
+        zinvtransform.y = (newz.x        * newx.y   - newx.x   * newz.y       )*invdet;
+        zinvtransform.z = (newx.x   * newy.y - newy.x * newx.y  )*invdet;
 
         // coordinate transformation
         orxonox::Vector3 distanceShip;
-        distanceShip.x = xinvtransform.x * distance.x + yinvtransform.x * distance.y + zinvtransform.x * distance.z;
-        distanceShip.y = xinvtransform.y * distance.x + yinvtransform.y * distance.y + zinvtransform.y * distance.z;
-        distanceShip.z = xinvtransform.z * distance.x + yinvtransform.z * distance.y + zinvtransform.z * distance.z;
+        distanceShip.x = xinvtransform.x * totransform.x + yinvtransform.x * totransform.y + zinvtransform.x * totransform.z;
+        distanceShip.y = xinvtransform.y * totransform.x + yinvtransform.y * totransform.y + zinvtransform.y * totransform.z;
+        distanceShip.z = xinvtransform.z * totransform.x + yinvtransform.z * totransform.y + zinvtransform.z * totransform.z;
 
         return distanceShip;
