713ce037ab7738535ce05075b8b83ce08c0a9b9c

Initial idea was to optimize calculation a bit by skipping calculation of actual triangle edges and use vector from ray origin to triangles. In practice this optimization didn't quite work in cases when origin point is too close to the triangle. Let's do 2.76 with a bit more complicated calculation, still looking into exact reasons why watertight intersections fails in certain cases, but actual fix might bit be ready so soon. This fixes wrong eyes on the lady from T46013.
…
Description
No description provided
Languages
C++
78.1%
Python
15%
C
2.8%
GLSL
1.8%
CMake
1.2%
Other
0.9%