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Fix intersectRayTriangle from GLM_GTX_intersect #1158
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@ -45,7 +45,7 @@ namespace glm
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vec<3, T, Q> Perpendicular(0);
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if(det > std::numeric_limits<T>::epsilon())
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if (det > static_cast<T>(0))
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{
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// calculate distance from vert0 to ray origin
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vec<3, T, Q> const dist = orig - vert0;
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@ -63,7 +63,7 @@ namespace glm
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if((baryPosition.y < static_cast<T>(0)) || ((baryPosition.x + baryPosition.y) > det))
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return false;
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}
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else if(det < -std::numeric_limits<T>::epsilon())
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else if(det < static_cast<T>(0))
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{
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// calculate distance from vert0 to ray origin
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vec<3, T, Q> const dist = orig - vert0;
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