rem: Point Normal = (p2 - p1)^(p0 - p1);
add: IceMaths::Point Normal = (p2 - p1)^(p0 - p1);
context: 		bool BackfaceCulling(const Point& source)		{			const Point& p0 = *Vertex[0];			const Point& p1 = *Vertex[1];			const Point& p2 = *Vertex[2];			// Compute normal direction			Point Normal = (p2 - p1)^(p0 - p1);			// Backface culling			return (Normal | (source - p0)) >= 0.0f;		}