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nemesis wrote:
> yes. I wonder how it'd look like in Haskell. ;)
I had a go at implementing this, but I have clearly screwed up the math
somewhere, because the program is behaving very strangely.
(I've turned off all the fancy stuff until it's just a normal depth-1
ray tracer, and the image still just consists of a few bent lines.)
So far I've found at least a dozen bugs in the ray/intersection code, a
typo in the cross-product (typed an X instead of a Z), and I'm still
finding more. What can I say? I fail at math! o_O
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