Whoops, nope. The last commit was a mistake.
It *seemed* to fix the problem I was running into, but it actually made the SphereLight ray intersection code incorrect, and wa just avoiding intersections that should have happened. I should test better before committing. :-)
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@ -227,7 +227,7 @@ impl<'a> Surface for SphereLight<'a> {
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let radius = lerp_slice(self.radii, r.time); // Radius of the sphere
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// Get the ray origin and direction in local space
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let orig = (r.orig * xform).into_vector();
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let orig = r.orig.into_vector();
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let dir = wr.dir * xform;
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// Code adapted to Rust from https://github.com/Tecla/Rayito
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