glm::vec3 min_all(glm::min(t1, t2));
if (min_all.x > min_all.y) {
if (min_all.x > min_all.z) {
- normal->x = t2.x < t1.x ? 1 : -1;
+ *normal = glm::vec3(t2.x < t1.x ? 1 : -1, 0, 0);
} else {
- normal->z = t2.z < t1.z ? 1 : -1;
+ *normal = glm::vec3(0, 0, t2.z < t1.z ? 1 : -1);
}
} else if (min_all.y > min_all.z) {
- normal->y = t2.y < t1.y ? 1 : -1;
+ *normal = glm::vec3(0, t2.y < t1.y ? 1 : -1, 0);
} else {
- normal->z = t2.z < t1.z ? 1 : -1;
+ *normal = glm::vec3(0, 0, t2.z < t1.z ? 1 : -1);
}
}
return true;