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This repository has been archived by the owner on Oct 24, 2023. It is now read-only.
I'm trying to understand the suggestion on how to compute tMax which is describes as below
// grid.minBound.x is the lower left corner of the grid.
// current_X_index is the current X index where the ray begins. If it starts outside, this is 1.
// ray_origin.x is the x-coordinate of where the ray originates.
// ray.direction.x is the x-direction of the ray’s travel path.
tMax = (grid.minBound.x + current_X_index - ray_origin.x) / ray.direction.x);
I think this implies that the direction of travel is always up right. If the travel direction is to the right then I believe it should be:
I'm trying to understand the suggestion on how to compute
tMax
which is describes as belowI think this implies that the direction of travel is always up right. If the travel direction is to the right then I believe it should be:
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