// a ray inside the sphere will not intersect on its way out
- bool intersectRay(const Ray<D>& ray, typename Ray<D>::Intersection& hit)
+ bool intersectRay(const Ray<D>& ray, typename Ray<D>::Contact& hit)
{
Vector b = point - ray.point;
Scalar z = cml::dot(b, ray.direction);
}
+typedef Sphere<2> Sphere2;
+typedef Sphere2 Circle;
+typedef Sphere<3> Sphere3;
+
+
} // namespace Mf
#endif // _MOOF_SPHERE_HH_