normalize rendered light color for display consistency (compiler normalizes it anyway)
lower 3d light sphere brightness to reduce occlusion #63
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@@ -587,6 +587,16 @@ inline std::size_t vector3_min_abs_component_index( const BasicVector3<Element>&
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return ( fabs( self[2] ) < fabs( self[mini] ) )? 2 : mini;
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}
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template<typename Element>
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inline Element vector3_max_component( const BasicVector3<Element>& v ){
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return ( v[0] > v[1] ) ? ( ( v[0] > v[2] ) ? v[0] : v[2] ) : ( ( v[1] > v[2] ) ? v[1] : v[2] );
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}
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template<typename Element>
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inline Element vector3_min_component( const BasicVector3<Element>& v ){
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return ( v[0] < v[1] ) ? ( ( v[0] < v[2] ) ? v[0] : v[2] ) : ( ( v[1] < v[2] ) ? v[1] : v[2] );
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}
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