Wrong threshold for reflection rays (prevent go through backside) caused
errors in rays going extreme close along surface. Like bug #1471 shows. Threshold removed, can't find any sample where this happens now...
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@@ -1412,11 +1412,6 @@ static void reflection(float *ref, float *n, float *view, float *orn)
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f1= -2.0*(n[0]*view[0]+ n[1]*view[1]+ n[2]*view[2]);
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if(orn==NULL) {
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// heuristic, should test this! is to prevent normal going to the back
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if(f1> -0.2) f1= -0.2;
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}
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ref[0]= (view[0]+f1*n[0]);
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ref[1]= (view[1]+f1*n[1]);
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ref[2]= (view[2]+f1*n[2]);
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