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1086 | 1086 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++ highlight |
1087 | 1087 | vec3 ray_color(const ray& r, const hittable& world) { |
1088 | 1088 | hit_record rec; |
1089 | | - if (world.hit(r, 0.001, infinity, rec)) { |
| 1089 | + if (world.hit(r, 0, infinity, rec)) { |
1090 | 1090 | return 0.5 * (rec.normal + vec3(1,1,1)); |
1091 | 1091 | } |
1092 | 1092 |
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|
1409 | 1409 | vec3 ray_color(const ray& r, const hittable& world) { |
1410 | 1410 | hit_record rec; |
1411 | 1411 |
|
1412 | | - if (world.hit(r, 0.0, infinity, rec)) { |
| 1412 | + if (world.hit(r, 0, infinity, rec)) { |
1413 | 1413 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++ highlight |
1414 | 1414 | vec3 target = rec.p + rec.normal + random_in_unit_sphere(); |
1415 | 1415 | return 0.5 * ray_color(ray(rec.p, target - rec.p), world); |
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1438 | 1438 | if (depth <= 0) |
1439 | 1439 | return vec3(0,0,0); |
1440 | 1440 |
|
1441 | | - if (world.hit(r, 0.001, infinity, rec)) { |
| 1441 | + if (world.hit(r, 0, infinity, rec)) { |
1442 | 1442 | vec3 target = rec.p + rec.normal + random_in_unit_sphere(); |
1443 | 1443 | return 0.5 * ray_color(ray(rec.p, target - rec.p), world, depth-1); |
1444 | 1444 | ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ C++ |
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