fixed bug in util/Vector::reflect(), Phong shading getting much closer
git-svn-id: svn://anubis/fart/trunk@73 7f9b0f55-74a9-4bce-be96-3c2cd072584d
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@ -151,8 +151,6 @@ void Scene::renderPixel(int x, int y, unsigned char * pixel)
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/* take the average of all the samples as the final pixel value */
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/* take the average of all the samples as the final pixel value */
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if (finalColor.r > 1.0 || finalColor.g > 1.0 || finalColor.b > 1.0)
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cerr << "Error: " << finalColor << endl;
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pixel[BMP_RED] = (unsigned char)
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pixel[BMP_RED] = (unsigned char)
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(0xFF * finalColor.r / m_multisample_level_squared);
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(0xFF * finalColor.r / m_multisample_level_squared);
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pixel[BMP_GREEN] = (unsigned char)
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pixel[BMP_GREEN] = (unsigned char)
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@ -60,7 +60,7 @@ Vector Vector::reflect(const Vector & target) const
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{
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{
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Vector projected = proj(target);
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Vector projected = proj(target);
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Vector me_to_proj = projected - (*this);
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Vector me_to_proj = projected - (*this);
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return projected + me_to_proj * 2.0;
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return (*this) + me_to_proj * 2.0;
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}
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}
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std::ostream & operator<<(std::ostream & out, const Vector & v)
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std::ostream & operator<<(std::ostream & out, const Vector & v)
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