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ERRATA.txt
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ERRATA.txt
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Page 2
Error: Chapter 2, Working with GLSL Programs, introduces the basic of communication between
Correction: Chapter 2, Working with GLSL Programs, introduces the basics of communication between
Page 46
Error: glGetProgramResourceiv(programHhandle, GL_PROGRAM_INPUT,
Correction: glGetProgramResourceiv(programHandle, GL_PROGRAM_INPUT,
Page 49
Error: #version 430
Correction: #version 460
Page 50
Error: GLuint location = glGetUniformLocation(programHandle,
Correction: GLint location = glGetUniformLocation(programHandle,
Page 61
Error: "BlobSettings. RadiusInner",
Correction: "BlobSettings.RadiusInner",
Page 64
Error: const GLchar * codePtrs = {vertCode.c_str(), fragCode1.c_str(),
Correction: const GLchar * codePtrs[] = {vertCode.c_str(), fragCode1.c_str(),
Page 65
Error: We pass the shader stage and the code string to function
Correction: We pass the shader stage and the code string to the function
Page 77
Error: That is to say that the surface appears to scatter light in all directions equally, regardless of direction.
Correction: That is to say that the surface appears to scatter light in all directions equally, regardless of the view direction.
Page 104
Error: glUniformSubroutinsuiv
Correction: glUniformSubroutinesuiv
Page 125
Error: between 0 and levels - 1
Correction: between 0 and levels
Explanation: It is possible that sDotN is 1.0, so (1.0 * levels) will equal levels and subsequently floor(levels) would also be equal levels.
In other words, there are (levels + 1) possible values, with the highest level being the least likely. Could this be fixed
by making sure that sDotN is clamped to [0.0, 1.0 - epsilon]?
Page 153
Error: hightmap
Correction: heightmap
Page 154+
Suggestion: "binormal" should be "bitangent" to align with more common usage.
Page 157
Error: Similarly, the view direction is computed and converted to tangent space by normalizing pos
Correction: Similarly, the view direction is computed and converted to tangent space by normalizing -pos
Page 165
Error: The ray marchine process
Correction: The ray marching process
Page 167
Error: If the z coordinate is small
Correction: If the z coordinate is close to 1.0
Page 167
Error: The loop continues until the value in the height map (height) is less than the value of the discrete height level (ht).
Correction: The loop continues while the value in the height map (height) is less than the value of the discrete height level (ht).
Page 172
Error: layout (location = 2) in vec2 VertexTexCoord;
Correction: [remove the line]
Page 172
Error:
uniform mat4 ModelViewMatrix;
uniform mat4 ModelMatrix;
uniform mat3 NormalMatrix;
uniform mat4 ProjectionMatrix;
uniform mat4 MVP;
Correction:
uniform mat4 ModelMatrix;
uniform mat4 MVP;
Page 178
Error:
uniform mat4 ModelViewMatrix;
uniform mat4 ModelMatrix;
uniform mat3 NormalMatrix;
uniform mat4 ProjectionMatrix;
uniform mat4 MVP;
Correction:
uniform mat4 ModelMatrix;
uniform mat4 MVP;
Page 185
Error: projScaleTrans
Correction: bias
Page 185
Error: The final matrix is the product of projScaleTrans, projProj, and projView, which is stored in m and assigned to the uniform variable ProjectorTex.
Correction: The final matrix is the product of bias, projProj, and projView, which is assigned to the uniform variable ProjectorMatrix.