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-rw-r--r--material_diffusive.cpp6
-rw-r--r--material_reflective.cpp8
2 files changed, 7 insertions, 7 deletions
diff --git a/material_diffusive.cpp b/material_diffusive.cpp
index 58c9c45..4147ea4 100644
--- a/material_diffusive.cpp
+++ b/material_diffusive.cpp
@@ -17,7 +17,7 @@ bool material_diffuse_lambertian::scatter(ray3d &r, const object &hit_obj, doubl
r.decay(albedo); // lose some light when diffused
r.source(hit_point);
r.direction((diffuse_target - hit_point).unit_vec()); // the new diffused ray we trace on
- TRACELOG(" reflected (diffusive, lambertian material)\n");
+ TRACELOG(" reflect (diffusive, lambertian material)\n");
return true;
}
@@ -54,7 +54,7 @@ bool material_diffuse_simple::scatter(ray3d &r, const object &hit_obj, double hi
r.decay(albedo); // lose some light when diffused
r.source(hit_point);
r.direction((diffuse_target - hit_point).unit_vec()); // the new diffused ray we trace on
- TRACELOG(" reflected (diffusive, simple material)\n");
+ TRACELOG(" reflect (diffusive, simple material)\n");
return true;
}
@@ -83,7 +83,7 @@ material_diffuse_hemispherical::scatter(ray3d &r, const object &hit_obj, double
r.decay(albedo); // lose some light when diffused
r.source(hit_point);
r.direction((diffuse_target - hit_point).unit_vec()); // the new diffused ray we trace on
- TRACELOG(" reflected (diffusive, hemispherical material)\n");
+ TRACELOG(" reflect (diffusive, hemispherical material)\n");
return true;
}
diff --git a/material_reflective.cpp b/material_reflective.cpp
index 6cffcf3..b1a2432 100644
--- a/material_reflective.cpp
+++ b/material_reflective.cpp
@@ -19,10 +19,10 @@ bool material_reflective_<false>::scatter(ray3d &r, const object &hit_obj, doubl
const auto alive = dot(reflected, nv) > 0;
#ifdef LOG_TRACE
if (!alive) {
- TRACELOG(" absorbed (perfectly smooth material) (reflected: [%-10f,%-10f,%-10f], nv: [%-10f,%-10f,%-10f])\n",
+ TRACELOG(" absorb (perfectly smooth material) (reflected: [%-10f,%-10f,%-10f], nv: [%-10f,%-10f,%-10f])\n",
reflected.x, reflected.y, reflected.z, nv.x, nv.y, nv.z);
} else {
- TRACELOG(" reflected (perfectly smooth material)\n");
+ TRACELOG(" reflect (perfectly smooth material)\n");
}
#endif
return alive;
@@ -40,10 +40,10 @@ bool material_reflective_<true>::scatter(ray3d &r, const object &hit_obj, double
const auto alive = dot(reflected, nv) > 0;
#ifdef LOG_TRACE
if (!alive) {
- TRACELOG(" absorbed (fuzzy reflective material) (reflected: [%-10f,%-10f,%-10f], nv: [%-10f,%-10f,%-10f])\n",
+ TRACELOG(" absorb (fuzzy reflective material) (reflected: [%-10f,%-10f,%-10f], nv: [%-10f,%-10f,%-10f])\n",
reflected.x, reflected.y, reflected.z, nv.x, nv.y, nv.z);
} else {
- TRACELOG(" reflected (fuzzy reflective material)\n");
+ TRACELOG(" reflect (fuzzy reflective material)\n");
}
#endif
return alive;