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GU_Intersect wrong normal

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I am computing intersections using `GU_intersect` class. It has an interface that implies that it should be computing interpolated normal. I've got my scene setup with both point and vertex normals set. However, no matter which part of the geometry the ray hits, I always get primitive normal (which isn't even set). I am accessing the normal using `GU_RayInfo::mNml`.

I've even tried evaluating normals of the primitive using UVs, but the results are the same regardless UV values.`rayInfo.myPrim->evaluateNormalVector(normalOut,u,v)`

How can I get interpolated normal without having to compute it manually?

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