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Fixes plane triangle generation
Corrects the order of vertices when constructing triangles for the plane primitive, addressing a potential winding order issue that could lead to incorrect surface normals and rendering.
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@@ -9,10 +9,11 @@ namespace omath::primitives
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const Vector3<float>& vertex_b,
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const Vector3<float>& direction, const float size) noexcept
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{
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const auto second_vertex_a = vertex_a + direction * size;
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return std::array
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{
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Triangle{vertex_a + direction * size, vertex_a, vertex_b},
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Triangle{vertex_b + direction * size, vertex_b, vertex_a}
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Triangle{second_vertex_a, vertex_a, vertex_b},
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Triangle{second_vertex_a, vertex_b + direction * size, vertex_b}
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};
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}
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} // namespace omath::primitives
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