diff --git a/2013/hou/README.md b/2013/hou/README.md index d470f493c..43dc2b907 100644 --- a/2013/hou/README.md +++ b/2013/hou/README.md @@ -147,7 +147,7 @@ restrictions](#self-imposed-restrictions) section below for more details. * The building process does not involve any OS tool beyond `cc(1)` and `make(1)`. No `gzip(1)` compression! `a.c.gz` doesn't fit in 2053 bytes, anyway. -* Neither [hou.c](%%REPO_URL%%/2013/hou/hou.c) nor [a.c](%%REPO_URL%%/2013/hou/a.c) (the *real* decompressed source) uses +* Neither [hou.c](%%REPO_URL%%/2013/hou/hou.c) nor `a.c` (the *real* decompressed source) uses `#define` (or `cc -D`) at all. * The source code is not required at runtime. * `a.c` does not drop optional features to reduce size. There are pure diff --git a/2013/hou/doc/example.html b/2013/hou/doc/example.html index 488834a31..6aff52cbf 100644 --- a/2013/hou/doc/example.html +++ b/2013/hou/doc/example.html @@ -605,7 +605,7 @@ editing program, you need to convert the RGB values from 0..255 to 0..1, and then put here its square. Only after squaring you get your real, lively color in the output image, as opposed to something dull and gray. You need to do the same if you use a RGB texture. And yes, that is the what the second sqrt(3) in -a.c is for.

+a.c is for.

Going beyond colors, to define a shiny or dull surface one needs more maths, and optics. The jargon for this is BRDF (Bidirectional Reflectance Distribution Function) importance sampling. Let’s continue to function o.

diff --git a/2013/hou/doc/example.md b/2013/hou/doc/example.md index f927e9b18..a5e1ad6c9 100644 --- a/2013/hou/doc/example.md +++ b/2013/hou/doc/example.md @@ -312,7 +312,7 @@ editing program, you need to convert the RGB values from 0..255 to 0..1, and then put here its *square*. Only after squaring you get your real, lively color in the output image, as opposed to something dull and gray. You need to do the same if you use a RGB texture. And yes, that is the what the second `sqrt(3)` in -[a.c](%%REPO_URL%%/2013/hou/a.c) is for. +`a.c` is for. Going beyond colors, to define a shiny or dull surface one needs more maths, and optics. The jargon for this is `BRDF` (Bidirectional Reflectance Distribution diff --git a/2013/hou/index.html b/2013/hou/index.html index ec98be038..f8dc003b5 100644 --- a/2013/hou/index.html +++ b/2013/hou/index.html @@ -494,7 +494,7 @@ restrictions section below for more details.