math: Improve triangleIntersect doc comment
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@ -59,7 +59,9 @@ pub fn Ray(comptime Vec3P: type) type {
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/// Check for collision of a ray and a triangle in 3D space.
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/// Triangle winding, which determines front- and backface of
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/// the given triangle, matters if backface culling is to be
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/// enabled. Without backface culling it does not matter.
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/// enabled. Without backface culling it does not matter for
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/// hit detection, however the barycentric coordinates will
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/// be negative in case of a backface hit.
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/// On hit, will return a RayHit which contains distance t
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/// and barycentric coordinates.
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pub inline fn triangleIntersect(
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