--- ray/src/rt/sphere.c 1991/10/23 13:43:48 1.5 +++ ray/src/rt/sphere.c 2003/02/25 02:47:23 2.4 @@ -1,15 +1,12 @@ -/* Copyright (c) 1991 Regents of the University of California */ - #ifndef lint -static char SCCSid[] = "$SunId$ LBL"; +static const char RCSid[] = "$Id: sphere.c,v 2.4 2003/02/25 02:47:23 greg Exp $"; #endif - /* * sphere.c - compute ray intersection with spheres. - * - * 8/19/85 */ +#include "copyright.h" + #include "ray.h" #include "otypes.h" @@ -43,12 +40,14 @@ register RAY *r; * quadratic equation in t is then solved for the * smallest positive root, which is our point of * intersection. - * Because the ray direction is normalized, a is always 1. + * Since the ray is normalized, a should always be + * one. We compute it here to prevent instability in the + * intersection calculation. */ - - a = 1.0; /* compute quadratic coefficients */ - b = c = 0.0; + /* compute quadratic coefficients */ + a = b = c = 0.0; for (i = 0; i < 3; i++) { + a += r->rdir[i]*r->rdir[i]; t = r->rorg[i] - ap[i]; b += 2.0*r->rdir[i]*t; c += t*t;