Let triangle intersections fall right on the edge
the diagonal.
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@ -844,7 +844,7 @@ public class BoundingSphere extends BoundingVolume {
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float u = (dot11 * dot02 - dot01 * dot12) * invDenom;
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float v = (dot00 * dot12 - dot01 * dot02) * invDenom;
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if( u >= 0 && v >= 0 && (u + v) < 1 ) {
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if( u >= 0 && v >= 0 && (u + v) <= 1 ) {
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// We intersect... and we even know where
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Vector3f part1 = ac;
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Vector3f part2 = ab;
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