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Remove apparent logic bug in PTriangle.
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@@ -1004,9 +1004,8 @@ public class PTriangle implements PConstants
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0, 0, 0, 1);
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// A 3x3 inversion would be more efficient here,
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// given that the fourth r/c are unity
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myMatrix.invert();
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// if the matrix inversion had trouble, let the caller know
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if (myMatrix == null) return false;
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if (!myMatrix.invert()) return false;
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float m00, m01, m02, m10, m11, m12, m20, m21, m22;
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m00 = myMatrix.m00*camX[o0]+myMatrix.m01*camX[o1]+myMatrix.m02*camX[o2];
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