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Closest Primitive VEX function


schnelli

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Great, thanks! How about performance? Are you relying on GU_RayIntersect?

That's right, the function just encapsulates GU_RayIntersect.

It's not the perfomance we are used to common VEX, but it's acceptable for the most cases.

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That's right, the function just encapsulates GU_RayIntersect.

It's not the perfomance we are used to common VEX, but it's acceptable for the most cases.

Thanks for this, although I'm afraid it won't be much useful without a source code (Linux/OS + builds recompilations)

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