LineArt: Use consitent view vector direction.
Now do not invertes view vector in different stages of calculation.
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@ -502,10 +502,6 @@ static void lineart_main_occlusion_begin(LineartRenderBuffer *rb)
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rb->edge_mark.last = rb->edge_mark.first;
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rb->floating.last = rb->floating.first;
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/* This is needed because the occlusion function expects the camera vector to point towards the
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* camera. */
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negate_v3_db(rb->view_vector);
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TaskPool *tp = BLI_task_pool_create(NULL, TASK_PRIORITY_HIGH);
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for (i = 0; i < thread_count; i++) {
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@ -3006,7 +3002,7 @@ static void lineart_triangle_intersect_in_bounding_area(LineartRenderBuffer *rb,
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*/
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static void lineart_main_get_view_vector(LineartRenderBuffer *rb)
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{
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float direction[3] = {0, 0, -1};
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float direction[3] = {0, 0, 1};
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float trans[3];
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float inv[4][4];
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float obmat_no_scale[4][4];
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