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authorKiet Tran <tran0563@umn.edu>2021-12-01 13:19:38 -0600
committerGitHub Enterprise <noreply-github@umn.edu>2021-12-01 13:19:38 -0600
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@@ -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