Replace inverse transform with Cross-product computation.
This changes how we compute the 3d normals for quads moved into a
3d context.
The inverse transform approach seems to suffer numeric
instability around small Y rotations that invert the normal, causing
artifacts during rotation animations.
BUG=
565758
TEST=observe 565758#2 html, and see no flicker at the start of
the twist.
R=vollick@chromium.org
CQ_INCLUDE_TRYBOTS=tryserver.blink:linux_blink_rel
Committed:
https://crrev.com/5240189cba88ed90ef654310c064d588c022f837
Cr-Commit-Position: refs/heads/master@{#364367}