reworked Vector::reflect() to reflect an INCOMING ray

git-svn-id: svn://anubis/fart/trunk@371 7f9b0f55-74a9-4bce-be96-3c2cd072584d
This commit is contained in:
Josh Holtrop committed 2010-10-11 15:21:50 +00:00
1 parent 15e4aa1dc0
commit 1eee61002e
2 files changed
+7 -7

No files matched your search

+2 -2
View File
@@ -155,7 +155,7 @@ Color Scene::traceRayRecurse(const Ray & ray, int depth, double factor)
{
color *= (1.0 - reflectance);
Vector reflected_direction =
(-ray.getDirection()).reflect(hit.normal);
ray.getDirection().reflect(hit.normal);
Ray newRay(hit.position, reflected_direction);
Vector jitter_surface_point = newRay[0.0001];
Ray jitterNewRay(jitter_surface_point, reflected_direction);
@@ -257,7 +257,7 @@ Color Scene::computePhong(const refptr<Material> material,
Vector directionToLight = jitterPosition - surfacePoint;
directionToLight.normalize();
Vector reflectedLightDirection =
directionToLight.reflect(surfaceNormal);
(-directionToLight).reflect(surfaceNormal);
Ray surfaceToLight(surfacePoint, directionToLight);
Color light_contribution =