message: Move ray initialisations out of the inner for loop
diff: @@ -118,8 +118,11 @@ inline std::vector<int> occluding_boundary_vertices(const core::Mesh& mesh,
  {
  // Perform ray-casting to find out which vertices are not visible (i.e. self-occluded):
  std::vector<bool> visibility;
  + const glm::vec3 ray_direction(0.0f, 0.0f,
  + 1.0f); // we shoot rays from the vertex towards the camera
  for (auto vertex_idx : occluding_vertices)
  {
  + const glm::vec3 ray_origin(rotated_vertices[vertex_idx]);
  bool visible = true;
  // For every tri of the rotated mesh:
  for (const auto& tri : mesh.tvi)
  @@ -128,9 +131,6 @@ inline std::vector<int> occluding_boundary_vertices(const core::Mesh& mesh,
  const auto& v1 = rotated_vertices[tri[1]];
  const auto& v2 = rotated_vertices[tri[2]];
  - const glm::vec3 ray_origin(rotated_vertices[vertex_idx]);
  - const glm::vec3 ray_direction(0.0f, 0.0f,
  - 1.0f); // we shoot the ray from the vertex towards the camera
  const auto intersect = render::ray_triangle_intersect(
  ray_origin, ray_direction, glm::vec3(v0), glm::vec3(v1), glm::vec3(v2), false);
  // first is bool intersect, second is the distance t
  