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truncate a little farther out
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@ -1158,7 +1158,7 @@ extrude_impl(const LPoint3f &point2d, LPoint3f &near_point, LPoint3f &far_point)
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LVecBase4f full(point2d[0], point2d[1], -1.0f, 1.0f);
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LVecBase4f full(point2d[0], point2d[1], -1.0f, 1.0f);
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full = projection_mat_inv.xform(full);
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full = projection_mat_inv.xform(full);
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float recip_full3 = 1.0f / max(full[3], 0.001f);
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float recip_full3 = 1.0f / max(full[3], 0.00001f);
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near_point.set(full[0] * recip_full3,
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near_point.set(full[0] * recip_full3,
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full[1] * recip_full3,
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full[1] * recip_full3,
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full[2] * recip_full3);
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full[2] * recip_full3);
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@ -1172,7 +1172,7 @@ extrude_impl(const LPoint3f &point2d, LPoint3f &near_point, LPoint3f &far_point)
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// past infinity and comes back in behind the lens, which is just
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// past infinity and comes back in behind the lens, which is just
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// crazy. Truncating it to zero keeps the far plane from moving
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// crazy. Truncating it to zero keeps the far plane from moving
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// too far out.
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// too far out.
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float recip_full3 = 1.0f / max(full[3], 0.001f);
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float recip_full3 = 1.0f / max(full[3], 0.00001f);
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far_point.set(full[0] * recip_full3,
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far_point.set(full[0] * recip_full3,
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full[1] * recip_full3,
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full[1] * recip_full3,
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full[2] * recip_full3);
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full[2] * recip_full3);
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