summaryrefslogtreecommitdiffstats
path: root/Smoke/report/chapter7.tex
diff options
context:
space:
mode:
Diffstat (limited to 'Smoke/report/chapter7.tex')
-rw-r--r--Smoke/report/chapter7.tex14
1 files changed, 7 insertions, 7 deletions
diff --git a/Smoke/report/chapter7.tex b/Smoke/report/chapter7.tex
index a132675..3a277b5 100644
--- a/Smoke/report/chapter7.tex
+++ b/Smoke/report/chapter7.tex
@@ -8,18 +8,18 @@ All the previous discussed methods are implemented on a 2D grid. But sometimes i
This is exactly what a height plot does. It maps the values onto the Z-axis. This means that, initially, you won't see much differences between the version with and
without the high plots implemented. This is because of the height that is being drawn onto the Z-axis that runs towards the screen. \\
-To make the height more visible, we implemented a method to rotate the field by dragging the mouse over the screen while holding the right mouse button. Then you
-will see the height of the field. \\
+To make the height more visible, we implemented a method to rotate the field by dragging the mouse over the screen while holding the middle mouse button. This way
+you can see the height of the field. \\
\section{Implementation}
First of all we implemented the method to rotate the field by mouse. Without this useful functionality, the height would'nt be that visible. After we implemented
this feature we added the height to the program. \\
-We created the height by adding an extra Z-coordinate to each value. We created an extra array that would keep track of the height of each vertex. When drawing the
-vertex we use the stored height from the array and render the vertex using that value for the Z-coordinate. \\
+We created the height by adding an extra Z-coordinate to each value. We created an extra array that would keep track of the height of each vertex. When drawing a
+vertex we used the stored height from the array and render the vertex using that value for the Z-coordinate. \\
-To see more depth in the picture we also included some ambient and diffuse light to the program. In order to let the light have effect on the surface we calculate
+To see more depth in the picture we also included some ambient and diffuse light to the program. In order to let the light have effect on the surface we calculated
the normal vector for each vertex. \\
\subsection{Normal vector}
@@ -48,7 +48,7 @@ center. \\
When we first tried to implement the height plots we simply added a third dimension when rendering the triangle strips for the smoke visualization. This had as an
effect that the different rows of the simulation where'nt connected. In stead of a height plots we implemented height strips. \\
-We countered this problem by first calculation the height for each vertex and when rendering a vertex look up the correct value for the height. \\
+We countered this problem by first calculation the height for each vertex. When rendering a vertex, we look up the correct value for the height. \\
\subsection{Calculating the normal}
@@ -56,4 +56,4 @@ When enabling the light in our program and adding the normal to each vertex we h
left and lower neighbor of a vertex to calculate the normal vector. As a result each vertex was randomly pointing up or downwards. This looked like some sort of
checkers board. \\
-We rendered the normal vectors and immediately saw the cause of the problem. It was simply solved by always taking the right neighbor vertices. \\
+We rendered the normal vectors and immediately saw the cause of the problem. It was simply solved by always taking the same neighboring vertices. \\