-// fast PointInfrontOfTriangle
-// subtracts v1 from v0 and v2, combined into a crossproduct, combined with a
-// dotproduct of the light location relative to the first point of the
-// triangle (any point works, since any triangle is obviously flat), and
-// finally a comparison to determine if the light is infront of the triangle
-// (the goal of this statement) we do not need to normalize the surface
-// normal because both sides of the comparison use it, therefore they are
-// both multiplied the same amount... furthermore a subtract can be done on
-// the point to eliminate one dotproduct
-// this is ((p - a) * cross(a-b,c-b))
+/*! Fast PointInfrontOfTriangle.
+ * subtracts v1 from v0 and v2, combined into a crossproduct, combined with a
+ * dotproduct of the light location relative to the first point of the
+ * triangle (any point works, since any triangle is obviously flat), and
+ * finally a comparison to determine if the light is infront of the triangle
+ * (the goal of this statement) we do not need to normalize the surface
+ * normal because both sides of the comparison use it, therefore they are
+ * both multiplied the same amount... furthermore a subtract can be done on
+ * the point to eliminate one dotproduct
+ * this is ((p - a) * cross(a-b,c-b))
+ */