/* Time of intersection with ray vs triangle */
static int ray_tri( v3f tri[3], v3f co,
- v3f dir, f32 *dist )
+ v3f dir, f32 *dist, int backfaces )
{
f32 const kEpsilon = 0.00001f;
v3_cross( dir, v1, h );
v3_cross( v0, v1, n );
- if( v3_dot( n, dir ) > 0.0f ) /* Backface culling */
+ if( (v3_dot( n, dir ) > 0.0f) && !backfaces ) /* Backface culling */
return 0;
/* Parralel */
f32 t_min = INFINITY,
t1;
- if( ray_tri( sum, co, dir, &t1 ) ){
+ if( ray_tri( sum, co, dir, &t1, 0 ) ){
t_min = vg_minf( t_min, t1 );
hit = 1;
}