raytracing intersection code, to avoid rays slipping through between triangles, this would mostly show up with sceen aligned quads and baking of height maps for example. Epsilon's are not pretty, but I haven't found a reliable way around them.
raytracing intersection code, to avoid rays slipping through between triangles, this would mostly show up with sceen aligned quads and baking of height maps for example. Epsilon's are not pretty, but I haven't found a reliable way around them.