Path: utzoo!utgpu!news-server.csri.toronto.edu!rpi!think.com!zaphod.mps.ohio-state.edu!cis.ohio-state.edu!ucbvax!ENUXHA.EAS.ASU.EDU!hollasch From: hollasch@ENUXHA.EAS.ASU.EDU (Steve Hollasch) Newsgroups: comp.graphics Subject: How do YOU compute refraction vectors? Summary: *I* compute them incorrectly. =^/ Message-ID: <9105270128.AA16638@enuxha.eas.asu.edu> Date: 27 May 91 01:28:50 GMT Sender: daemon@ucbvax.BERKELEY.EDU Reply-To: hollasch@enuxha.eas.asu.edu (Steve Hollasch) Organization: Arizona State University Lines: 21 Well, it's time for my netwide self-abasement. As some people have pointed out (thanks Juhana and Colm), the nifty wonderful and oh-so-efficient method I posted last week is also oh-so-incorrect. (sigh) It turns out that I was using the lesser-know Snell's Dog's Law: n1 tan(A1) = -- tan(A2) n2 In my defense, I got the formula from class notes that were themselves incorrect, but I have to confess that I duplicated the error while driving through the derivation. So, please ignore (I think most people already have, thankfully) my last post about refraction vector calculation. ______________________________________________________________________________ Steve Hollasch / Arizona State University (Tempe, Arizona) hollasch@enuxha.eas.asu.edu / uunet!mimsy!oddjob!noao!asuvax!enuxha!hollasch