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| author | hachem <im@hachem.wtf> | 2026-08-24 13:04:42 +0200 |
|---|---|---|
| committer | hachem <im@hachem.wtf> | 2026-08-24 13:04:42 +0200 |
| commit | 6c356da05a78be465e4e66570a7991bc31fd8516 (patch) | |
| tree | b3d5373566d0ddb1307e46c51fda500cf07176f3 /docs/architecture.md | |
| parent | db492333e470e6a5fd8ce7319f7b93158c9de938 (diff) | |
docs: fix up documentation
Diffstat (limited to 'docs/architecture.md')
| -rw-r--r-- | docs/architecture.md | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/docs/architecture.md b/docs/architecture.md index 4eb4153..5762dfd 100644 --- a/docs/architecture.md +++ b/docs/architecture.md @@ -169,7 +169,7 @@ The editor and the simulation are the same world, not two separate scenes. The constant `SCENE_UNITS_PER_RS = 3.0` connects them: three editor grid units equal one Schwarzschild radius. `SceneRenderer` draws the black-hole marker's horizon at that radius, and `BlackHoleRenderer` takes every placed `SceneObject`, multiplies -its position and radius by $\text{SagA\_rs}/3$ to reach physical metres, and uploads +its position and radius by $r_s/3$ (the code's `SagA_rs / 3`) to reach physical metres, and uploads them into the shader's `Objects` uniform (up to 16 spheres). So a sphere placed on the Scene tab shows up in the same spot on the Simulation |
