+ for( u32 i=0; i<3; i++ ){
+ v3_copy( world->scene_geo.arrvertices[tri[i]].co, vs[i] );
+ }
+
+ f32 t;
+ if( ray_tri( vs, ro, dir, &t ) ){
+ v3_muladds( ro, dir, t, hit );
+ struct world_surface *m1 =
+ world_tri_index_surface( world, tri[0] );
+
+ if( !(m1->info.flags & k_material_flag_preview_visibile) )