Minor documentation update.
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@ -244,6 +244,8 @@ btVector3 TriangleMesh::getInterpolatedNormal(unsigned int index,
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btVector3 n1, n2, n3;
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if(m_can_be_transformed)
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{
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// If the object of this mesh can be transformed, we need to compute
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// the updated positions and normals before interpolating.
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btVector3 q1, q2, q3;
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getTriangle(index, &q1, &q2, &q3);
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const btTransform &tf = m_body->getWorldTransform();
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