Optimize BoundingFrustum::Intersects(BoundingSphere)
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@@ -622,7 +622,7 @@ public:
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}
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// dot product with another vector
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static T Dot(const Vector3Base& a, const Vector3Base& b)
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FORCE_INLINE static T Dot(const Vector3Base& a, const Vector3Base& b)
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{
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return a.X * b.X + a.Y * b.Y + a.Z * b.Z;
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}
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