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Simplify
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@ -200,11 +200,7 @@ impl Renderer {
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let ab = b - a;
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let ab = b - a;
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let ac = c - a;
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let ac = c - a;
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Vec3::new(
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ab.cross(ac)
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ab.y * ac.z - ab.z * ac.y,
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ab.z * ac.x - ab.x * ac.z,
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ab.x * ac.y - ab.z * ac.x,
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)
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};
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};
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for point in triangle {
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for point in triangle {
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