README.md aktualisiert

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Turingon 2024-03-02 09:58:02 +00:00
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@ -93,4 +93,8 @@ To make the shadows look more realistic, I had to implement the Lambertian refle
The last issue left in the chapter is the darkness of the image and it's due to some strange linear-gamma space conversion? I don't quite understand how that works, but by taking the square root of the colour values we get the right brightness. Nice The last issue left in the chapter is the darkness of the image and it's due to some strange linear-gamma space conversion? I don't quite understand how that works, but by taking the square root of the colour values we get the right brightness. Nice
<img src="https://media.discordapp.net/attachments/874752364698013736/1212767017711697950/image.png?ex=65f3084d&is=65e0934d&hm=b8eabd56619cff0984e361c4917b9f63b7d7e3a76e28dbc666c7d91f9f6331de&=&format=webp&quality=lossless&width=720&height=405" width="480"/> <img src="https://media.discordapp.net/attachments/874752364698013736/1212767017711697950/image.png?ex=65f3084d&is=65e0934d&hm=b8eabd56619cff0984e361c4917b9f63b7d7e3a76e28dbc666c7d91f9f6331de&=&format=webp&quality=lossless&width=720&height=405" width="480"/>
### Chapter 8: The Materials struct and Metals
In this chapter I made a special struct that saves the properties of the material (its fuzz and albedo) and checks whether it is lambertian or metallic. Working without OOP gets a bit awkward here and I had some problems with debugging (due to pointers)