We need to discuss floating point limitations of our algorithm. For example, when a large number of radial sections exist, but the sphere max radius is not "large enough," this can cause the algorithm to break down. For example, I send a ray orthographically near the center of the sphere. Let the sphere max radius be 10e4 divided into 128 radial sections. On radial section 120, it will say the next radial hit is a tangential hit; this simply isn't true.
We need to discuss floating point limitations of our algorithm. For example, when a large number of radial sections exist, but the sphere max radius is not "large enough," this can cause the algorithm to break down. For example, I send a ray orthographically near the center of the sphere. Let the sphere max radius be 10e4 divided into 128 radial sections. On radial section 120, it will say the next radial hit is a tangential hit; this simply isn't true.