call IntersectionRayTriangle in Intersection_Segment_Triangle instead of generic Intersection (missing overload).
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@ -680,8 +680,8 @@ bool Intersection_Segment_Triangle( const vcg::Segment3<ScalarType> & seg,
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ray.Set(seg.P0(),dir);
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//then control for each direction the intersection with triangle
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if ((Intersection<ScalarType>(ray,vert0,vert1,vert2,a,b,dist))
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||(Intersection<ScalarType>(ray,vert1,vert0,vert2,b,a,dist)))
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if ((IntersectionRayTriangle<ScalarType>(ray,vert0,vert1,vert2,dist,a,b))
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||(IntersectionRayTriangle<ScalarType>(ray,vert1,vert0,vert2,dist,b,a)))
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return (dist<(seg.P1()-seg.P0()).Norm());
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else
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return(false);
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