Use a smaller near plane value (for now)
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@ -12,7 +12,9 @@
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void clipLineToNearZ(const ClipVertex* v1, const ClipVertex* v2, ClipVertex* vout, float* t) {
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*t = (1.0 - v1->w) / (v2->w - v1->w);
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const float NEAR_PLANE = 0.2; // FIXME: this needs to be read from the projection matrix.. somehow
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*t = (NEAR_PLANE - v1->w) / (v2->w - v1->w);
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float vec [] = {v2->xyz[0] - v1->xyz[0], v2->xyz[1] - v1->xyz[1], v2->xyz[2] - v1->xyz[2]};
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