Use Float4::splat() in AccelRay methods.
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6d21a30840
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@ -66,7 +66,7 @@ impl AccelRay {
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AccelRay {
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AccelRay {
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orig: ray.orig,
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orig: ray.orig,
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dir_inv: Vector {
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dir_inv: Vector {
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co: Float4::new(1.0, 1.0, 1.0, 1.0) / ray.dir.co,
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co: Float4::splat(1.0) / ray.dir.co,
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},
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},
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max_t: ray.max_t,
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max_t: ray.max_t,
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time: ray.time,
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time: ray.time,
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@ -78,14 +78,14 @@ impl AccelRay {
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pub fn update_from_world_ray(&mut self, wr: &Ray) {
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pub fn update_from_world_ray(&mut self, wr: &Ray) {
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self.orig = wr.orig;
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self.orig = wr.orig;
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self.dir_inv = Vector {
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self.dir_inv = Vector {
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co: Float4::new(1.0, 1.0, 1.0, 1.0) / wr.dir.co,
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co: Float4::splat(1.0) / wr.dir.co,
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};
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};
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}
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}
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pub fn update_from_xformed_world_ray(&mut self, wr: &Ray, mat: &Matrix4x4) {
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pub fn update_from_xformed_world_ray(&mut self, wr: &Ray, mat: &Matrix4x4) {
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self.orig = wr.orig * *mat;
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self.orig = wr.orig * *mat;
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self.dir_inv = Vector {
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self.dir_inv = Vector {
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co: Float4::new(1.0, 1.0, 1.0, 1.0) / (wr.dir * *mat).co,
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co: Float4::splat(1.0) / (wr.dir * *mat).co,
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};
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};
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}
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}
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