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Fix hit point displacement calculation resulting from animation (#339)
Remove unnecessary scale vector multiplication
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src/gpu/optixPrograms.cu

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@@ -193,7 +193,7 @@ extern "C" __global__ void __closesthit__()
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const Vec3f& vA = objectToWorld.rotation() * entityData.vertexDisplacementSincePrevFrame[triangleIndices.x()];
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const Vec3f& vB = objectToWorld.rotation() * entityData.vertexDisplacementSincePrevFrame[triangleIndices.y()];
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const Vec3f& vC = objectToWorld.rotation() * entityData.vertexDisplacementSincePrevFrame[triangleIndices.z()];
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displacementFromSkinning = objectToWorld.scaleVec() * Vec3f((1 - u - v) * vA + u * vB + v * vC);
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displacementFromSkinning = Vec3f((1 - u - v) * vA + u * vB + v * vC);
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}
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absPointVelocity = (displacementFromTransformChange + displacementFromSkinning) /

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