const tcu::IVec3 r0 = outside[ndx1];
const tcu::IVec3 r1 = outside[ndx2];
const tcu::IVec3 r2 = outside[ndx3];
- const tcu::Vec4 p0 = tcu::Vec4(float(r0.x()) * far * w0, float(r0.y()) * far * w0, float(r0.z()) * far * w0, w0);
- const tcu::Vec4 p1 = tcu::Vec4(float(r1.x()) * far * w1, float(r1.y()) * far * w1, float(r1.z()) * far * w1, w1);
- const tcu::Vec4 p2 = tcu::Vec4(float(r2.x()) * far * w2, float(r2.y()) * far * w2, float(r2.z()) * far * w2, w2);
- const tcu::Vec4 p0 = tcu::Vec4(r0.x() * farForThreeVertex * w0, r0.y() * farForThreeVertex * w0, r0.z() * farForThreeVertex * w0, w0);
- const tcu::Vec4 p1 = tcu::Vec4(r1.x() * farForThreeVertex * w1, r1.y() * farForThreeVertex * w1, r1.z() * farForThreeVertex * w1, w1);
- const tcu::Vec4 p2 = tcu::Vec4(r2.x() * farForThreeVertex * w2, r2.y() * farForThreeVertex * w2, r2.z() * farForThreeVertex * w2, w2);
++ const tcu::Vec4 p0 = tcu::Vec4(float(r0.x()) * farForThreeVertex * w0, float(r0.y()) * farForThreeVertex * w0, float(r0.z()) * farForThreeVertex * w0, w0);
++ const tcu::Vec4 p1 = tcu::Vec4(float(r1.x()) * farForThreeVertex * w1, float(r1.y()) * farForThreeVertex * w1, float(r1.z()) * farForThreeVertex * w1, w1);
++ const tcu::Vec4 p2 = tcu::Vec4(float(r2.x()) * farForThreeVertex * w2, float(r2.y()) * farForThreeVertex * w2, float(r2.z()) * farForThreeVertex * w2, w2);
// ignore cases where polygon is along xz or yz planes
if (pointsOnLine(r0.swizzle(0, 1), r1.swizzle(0, 1), r2.swizzle(0, 1)))