Minor hickup changes
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+2
-2
@@ -49,8 +49,8 @@ struct AABB
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glm::vec3 t0s = glm::vec3(min - ray.origin) * invD;
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glm::vec3 t1s = glm::vec3(max - ray.origin) * invD;
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glm::vec3 tsmaller = std::min(t0s, t1s);
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glm::vec3 tbigger = std::max(t0s, t1s);
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glm::vec3 tsmaller = glm::min(t0s, t1s);
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glm::vec3 tbigger = glm::max(t0s, t1s);
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tmin = std::max(tmin, std::max(tsmaller.x, std::max(tsmaller.y, tsmaller.z)));
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tmax = std::min(tmax, std::min(tbigger.x, std::min(tbigger.y, tbigger.z)));
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@@ -4,6 +4,7 @@
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#include <vector>
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#include <glm/glm.hpp>
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#include "util/Ray.h"
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#include <optional>
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class BVH
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@@ -2,6 +2,7 @@
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#include "Minimal.h"
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#include "scene/AABB.h"
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#include <vector>
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#include <optional>
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// material infos
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// shading parameter
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