From 9992f29a6222e1822f23329b2f49eef62dd949fe Mon Sep 17 00:00:00 2001 From: Keuin Date: Sat, 16 Apr 2022 19:12:47 +0800 Subject: Make logging tense consistent. --- material_diffusive.cpp | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'material_diffusive.cpp') 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; } -- cgit v1.2.3