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diff --git a/Smoke/report/chapter4.tex b/Smoke/report/chapter4.tex
index 697feab..80911ef 100644
--- a/Smoke/report/chapter4.tex
+++ b/Smoke/report/chapter4.tex
@@ -9,20 +9,20 @@ take care of such problems. \\
\begin {center}
\includegraphics[width=100mm]{glyphs.png} \\
- Figure 3: Triangle glyphs with a grey scaled colormap\\
+ Figure 4: Triangle glyphs with a grey scaled colormap\\
\end {center}
What does it mean? The smoke in our fluid simulation has a direction and speed. These two values can be represented by a vector encoding the direction as the
orientation and the speed as the magnitude. If you draw this vector for each vertex you get a vector field that shows the direction and speed of the fluid at each
vertex. \\
-In the figure above (figure 3) you see triangle glyphs with a grey scaled colormap. In the lower right region you can see that the fluid is moving upwards where at
+In the figure above (figure 4) you see triangle glyphs with a grey scaled colormap. In the lower right region you can see that the fluid is moving upwards where at
the rest of the simulation the fluid is trying to get to the bottom of the screen. \\
\section{Implementation}
-We implemented three additional glyphs besides the already implemented hedgehogs. We implemented triangles (see figure 3), 3D cones and 32x32 bitmap image glyphs
-(see figure 4). For every vertex we go through a set of steps.
+We implemented four additional glyphs besides the already implemented hedgehogs. We implemented triangles (see figure 4), 3D cones, 32x32 bitmap image glyphs (see
+figure 5) and s second image glyphs. For every glyph we go through a set of steps.
\begin{itemize}
\item calculate size (length)
@@ -40,7 +40,7 @@ $$ \Theta = acos(inprod) * (180^\circ / \Pi) $$ \\
\begin {center}
\includegraphics[width=100mm]{glyphs2.png} \\
- Figure 4: Image glyphs colored with a rainbow colormap \\
+ Figure 5: Image glyphs colored with a rainbow colormap \\
\end {center}
The second part of this assignment was to let the user be able to choose an alternative resolution for the sample grid. The default grid resolution is 50x50. The
@@ -54,7 +54,7 @@ $. When we located this irregularity it was easily fixed. \\
\section{Quake root}
A nice side note to this chapter is that we don't use the default $ sqrt(float) $ function that the C-library offers to determine the length of a vector for
-instance. We use a function that we like to call the $ quake\_root(float) $ from the game Quake 3. \\
+instance. We use a function that we like to call the "Quake Root" from the game Quake 3. \\
The code implements the Newton Approximation of roots. The Newton approximation is supposed to be ran in iterations; each iteration enhances the accuracy until
enough iterations have been made for reaching the desired accuracy. The really interesting aspect of this function is a magic constant, used to calculate the