Another fix for the raytracing commit, forgot that it also included vertex
reordering to be consistent with the rest of the render engine. That means the self intersection issues with non-planar quads should also be gone now.
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@@ -534,15 +534,10 @@ void shade_ray(Isect *is, ShadeInput *shi, ShadeResult *shr)
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shi->mat= vlr->mat;
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shade_input_init_material(shi);
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if(vlr->v4) {
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if(is->isect==2)
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shade_input_set_triangle_i(shi, obi, vlr, 2, 1, 3);
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else
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shade_input_set_triangle_i(shi, obi, vlr, 0, 1, 3);
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}
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else {
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if(is->isect==2)
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shade_input_set_triangle_i(shi, obi, vlr, 0, 2, 3);
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else
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shade_input_set_triangle_i(shi, obi, vlr, 0, 1, 2);
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}
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shi->u= is->u;
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shi->v= is->v;
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