Possibly a precision error? Are you using doubles in you calculations? (You're not using Blitz3D, right?)
I was just thinking that maybe some precision loss is causing calculations to put a point right on an edge, just outside the tri, screwing up the normal calculation?
Just a stab in the dark.
I was just thinking that maybe some precision loss is causing calculations to put a point right on an edge, just outside the tri, screwing up the normal calculation?
Just a stab in the dark.