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I figured it out, i was only checking the first root, and not updating it (it was in the sphere hit) |
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Hello I am currently trying to implement Ray Tracing in One Weekend using Rust. I was doing great until I started working on dielectrics.

Before you ask I did find Issue #997
I don't think its the same issue, I looked through my Sphere hit function and it looks identical, as well as my normals seem fine.
If anyone could help / point me in the right direction that would be amazing.
The code is here
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