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author | Kiet Tran <tran0563@umn.edu> | 2021-12-01 13:19:38 -0600 |
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committer | GitHub Enterprise <noreply-github@umn.edu> | 2021-12-01 13:19:38 -0600 |
commit | 7298739fc330ecfa5daff6c2fda9a25ec8f1a7cf (patch) | |
tree | 2b5c69ac4bd639cbb9d3bde3e4b9ffc170580f9c /worksheets/a6_harold.md | |
parent | Publish A6 (diff) | |
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Update a6_harold.md
Diffstat (limited to 'worksheets/a6_harold.md')
-rw-r--r-- | worksheets/a6_harold.md | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/worksheets/a6_harold.md b/worksheets/a6_harold.md index d25a755..573644d 100644 --- a/worksheets/a6_harold.md +++ b/worksheets/a6_harold.md @@ -49,7 +49,7 @@ Point3 eye = /* --- Fill in your answer here --- */ to be on the near clipping plane of the camera (this should sound familiar from your drawing in Q1!). In order to grab this point, MinGfx has a handy helper function called - [`GfxMath::ScreenToNearPlane`](https://ivlab.github.io/MinGfx/classmingfx_1_1_gfx_math.html#a2086a2f885f887fb53da8a5adb5860f0). + [`GfxMath::ScreenToNearPlane`](https://ivlab.github.io/MinGfx/html/html/classmingfx_1_1_gfx_math.html#a2086a2f885f887fb53da8a5adb5860f0). Use the MinGfx documentation at the link and the variables given above to construct the world-space representation of the mouse location: @@ -65,7 +65,7 @@ Ray eyeThroughMouse = /* --- Fill in your answer here --- */ ``` 4. Use the - [`Ray::IntersectSphere()`](https://ivlab.github.io/MinGfx/classmingfx_1_1_ray.html#affe83ef9859560bcb24343017cb86d88) + [`Ray::IntersectSphere()`](https://ivlab.github.io/MinGfx/html/html/classmingfx_1_1_ray.html#a970c7dbc19167be625967fabfb39b4ff) method to find the intersection point of the `eyeThroughMouse` ray and the sky sphere. This method contains one bit of C++ syntax that you may not have seen before - output parameters. The `Ray::IntersectSphere()` method |