Chapter 6: Antialiasing
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@@ -32,10 +32,12 @@ public:
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{
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return sqrt(e[0] * e[0] + e[1] * e[1] + e[2] * e[2]);
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}
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inline float squared_length() const
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{
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return e[0] * e[0] + e[1] * e[1] + e[2] * e[2];
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}
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inline void make_unit_vector();
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float e[3];
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@@ -88,7 +90,7 @@ inline vec3 operator*(float t, const vec3 &v)
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inline vec3 operator/(vec3 v, float t)
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{
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return vec3(v.e[0]/t, v.e[1]/t, v.e[2]/t);
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return vec3(v.e[0] / t, v.e[1] / t, v.e[2] / t);
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}
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inline vec3 operator*(const vec3 &v, float t)
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