forked from bartvdbraak/blender
efb20dacc6
problematic (still!) It seems due to floating point precision issues we have to account for even more cases. Added colinear check for one more triangle edge-vertex and assumed that if no collision test is found then triangle is completely inside box. Such cases are mostly from float precision not catching triangle just outside bucket. Now tests are much better for simple tests (paint/flood fill cube from ortho view, paint sphere), however there are still some rare cases of stray pixels. |
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blender | ||
blenderplayer | ||
creator | ||
gameengine | ||
icons | ||
CMakeLists.txt | ||
SConscript |