message: A few slight typo fixes in the comments for quest's intersection_impl.
diff: @@ -106,7 +106,7 @@ bool intersect_tri3D_tri3D( const Triangle<T, 3>& t1, const Triangle<T, 3>& t2)
  SLIC_CHECK_MSG(!t1.degenerate(), "\n\n WARNING \n\n Triangle " << t1 <<" is degenerate");
  SLIC_CHECK_MSG(!t2.degenerate(), "\n\n WARNING \n\n Triangle " << t2 <<" is degenerate");
  - // Step 1: Check if all the vertices of triangle 1 lay on the same side of
  + // Step 1: Check if all the vertices of triangle 1 lie on the same side of
  // the plane created by triangle 2:
  Vector3 t2Normal = Vector3::cross_product(Vector3(t2[2], t2[0]),
  @@ -118,7 +118,7 @@ bool intersect_tri3D_tri3D( const Triangle<T, 3>& t1, const Triangle<T, 3>& t2)
  return false;
  }
  - // Step 2: Check if all the vertices of triangle 2 lay on the same side of
  + // Step 2: Check if all the vertices of triangle 2 lie on the same side of
  // the plane created by triangle 1:
  Vector3 t1Normal = Vector3::cross_product(Vector3(t1[0], t1[1]),
  @@ -473,7 +473,7 @@ inline bool intersectPermuted2DTriangles(const Point2& p1,
  }
  else {
  if (isGeq(twoDcross(r2,p2,p1), 0.0)){
  - //5 region decomposistion with p1 in the +-- region
  + //5 region decomposition with p1 in the +-- region
  return checkEdge(p1,q1,r1,r2,q2);
  }
  else return checkVertex(p1,q1,r1,p2,q2,r2);
  @@ -482,7 +482,7 @@ inline bool intersectPermuted2DTriangles(const Point2& p1,
  else {
  if (isGeq(twoDcross(q2,r2,p1), 0.0)) {
  if (isGeq(twoDcross(r2,p2,p1), 0.0)) {
  - //four region decomposistion. ++- region
  + //four region decomposition. ++- region
  return checkEdge(p1,q1,r1,q2,p2);
  }
  else return checkVertex(p1,q1,r1,q2,r2,p2);
  @@ -1021,7 +1021,7 @@ bool intersect_tri_ray(const Triangle<T, 3>& tri, const Ray<T,3>& R)
  // Origin-is-miss avoids finding the already-hit triangle as the next
  // hit.
  //
  - // Coplanar rays, evidenced by det == 0, are also conisdered as a miss.
  + // Coplanar rays, evidenced by det == 0, are also considered as a miss.
  // I (Arlie Capps, Jan. 2017) don't understand the motivation at this
  // point, but I'll accept this for now.
  @@ -1151,7 +1151,7 @@ bool intersect_tri_segment(const Triangle<T, 3>& tri, const Segment<T,3>& S)
  if (tri.checkInTriangle(r2.origin())) return true;
  //if the two rays formed by the endpoints of the segment intersect the triangle,
  - //than the triangle must intersect the triangle
  + //then the triangle must intersect the triangle
  if ((intersect_tri_ray(tri, r1)) && (intersect_tri_ray(tri, r2))) return true;
  return false;
  }
  