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Fix more ambiguity
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@ -1215,7 +1215,7 @@ namespace olc::utils::hw3d
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olc::vf3d ray_projected = mf4d(matProjectionInv) * vf3d(ray_parallel);
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ray_projected.w = 0.0f;
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// Invert into world space (relative to 0,0,0)
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olc::vf3d ray_world = matViewInv * ray_projected;
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olc::vf3d ray_world = mf4d(matViewInv) * vf3d(ray_projected);
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ray_world.w = 0.0f;
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// Return normalised ray to be tidy
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return ray_world.norm();
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