ADD: BVH Selection triangle
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@@ -149,7 +149,9 @@ void SceneManager::update_scene()
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return m;
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};
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const float fov = glm::radians(70.f);
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// Keep projection FOV in sync with the camera so that CPU ray picking
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// matches what is rendered on-screen.
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const float fov = glm::radians(mainCamera.fovDegrees);
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const float aspect = (float) _context->getSwapchain()->windowExtent().width /
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(float) _context->getSwapchain()->windowExtent().height;
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const float nearPlane = 0.1f;
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