Fix [#29556] shrinkwrap generates spikes if vertices fall exactly on the edge
bvhtree_ray_tri_intersection now using isect_ray_tri_epsilon_v3 with FLT_EPSILON. All devs I asked (incuding ones in physics/painting areas) were rather OK with this change, and better to do it now, with more than one month to detect regressions, if any!
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@@ -52,7 +52,7 @@ float bvhtree_ray_tri_intersection(const BVHTreeRay *ray, const float UNUSED(m_d
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{
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float dist;
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if(isect_ray_tri_v3(ray->origin, ray->direction, v0, v1, v2, &dist, NULL))
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if(isect_ray_tri_epsilon_v3(ray->origin, ray->direction, v0, v1, v2, &dist, NULL, FLT_EPSILON))
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return dist;
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return FLT_MAX;
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