RE: [AD] Patch for the documentation of polygon_z_normal()

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> That's probably too difficult for a beginners guide. You can't just do
> camera->poly dot normal > 0 and have that work, you need to compare
> against a range of values (which can be negative), based on the
> projection transform, and clip against that.

Now that I think about it, this can't work either. You need to have your
geometry in screen-space.






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