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It is the same, since the plane is orthogonal to the normal vector, the only relevant thing is the direction of the normal, not if it's pointing forward or backwards
Shouldn't its normal be 0,0,1?
In your example scene, the back wall has a normal of 0,0,-1
Backstory: I'm using your code and implementing triangles using https://www.scratchapixel.com/lessons/3d-basic-rendering/ray-tracing-rendering-a-triangle/ray-triangle-intersection-geometric-solution as reference. I got it to work and then realized my normals were going opposite than I thought (mind boggling). Anyway, I was under the impression that the normal was the direction an object's plane was facing.
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