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