README.md aktualisiert
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@ -93,4 +93,8 @@ To make the shadows look more realistic, I had to implement the Lambertian refle
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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
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<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"/>
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<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"/>
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### Chapter 8: The Materials struct and Metals
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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)
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