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Fix performance bottleneck in IGL
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@@ -29,7 +29,9 @@ IGL_INLINE bool igl::ray_mesh_intersect(
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// Should be but can't be const
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Vector3d s_d = s.template cast<double>();
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Vector3d dir_d = dir.template cast<double>();
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hits.clear();
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hits.clear();
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hits.reserve(F.rows());
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// loop over all triangles
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for(int f = 0;f<F.rows();f++)
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{
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