Got ray/triangle intersection working 😇 Still no acceleration structure, so still slow... Though came up with an in/out-testing approach for tetrahedral-triangles that's ~30% faster (doing it in tangent-space instead of world-space): y > 0 && y < x*SQRT3 && y < (1 - x)*SQRT3 Donno it it's a common thing I've re-invented or not, but works very nicely 😎