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Note way matrix needs to be round. (#6776)
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@ -128,11 +128,13 @@ struct RayIntersection {
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front_face: bool,
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front_face: bool,
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// Matrix for converting from object-space to world-space.
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// Matrix for converting from object-space to world-space.
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//
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//
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// Bug: This matrix need to be transposed currently otherwise it will not work properly.
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// This matrix needs to be on the left side of the multiplication. Using it the other way round will not work.
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// Use it this way: `let transformed_vector = intersecion.object_to_world * vec4<f32>(x, y, z, transform_multiplier);
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object_to_world: mat4x3<f32>,
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object_to_world: mat4x3<f32>,
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// Matrix for converting from world-space to object-space
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// Matrix for converting from world-space to object-space
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//
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//
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// Bug: This matrix need to be transposed currently otherwise it will not work properly.
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// This matrix needs to be on the left side of the multiplication. Using it the other way round will not work.
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// Use it this way: `let transformed_vector = intersecion.world_to_object * vec4<f32>(x, y, z, transform_multiplier);
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world_to_object: mat4x3<f32>,
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world_to_object: mat4x3<f32>,
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}
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}
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