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-rw-r--r--docs/physics.md10
1 files changed, 3 insertions, 7 deletions
diff --git a/docs/physics.md b/docs/physics.md
index 4877f64..d484cb0 100644
--- a/docs/physics.md
+++ b/docs/physics.md
@@ -73,7 +73,7 @@ R_ISCO = 3.0 * SagA_rs // ISCO (6M)
The scene editor uses a friendlier grid. The constant `SCENE_UNITS_PER_RS = 3.0`
(in [`src/scene/scene_types.h`](../src/scene/scene_types.h)) sets three grid units
to one Schwarzschild radius. When the renderer hands a placed object to the shader
-it scales the position by $\text{SagA\_rs}/3$ to get metres, so the editor and the
+it scales the position by $r_s/3$ (the code's `SagA_rs / 3`) to get metres, so the editor and the
simulation always agree on where things sit.
## The Schwarzschild metric
@@ -188,14 +188,10 @@ far from the hole and lose the trajectory near it, so the step scales with dista
from the photon sphere:
$$
-\Delta\lambda = \operatorname{clamp}\!\left(0.02\,\max(r - r_\text{photon},\,0),\; \Delta_\text{min},\; \Delta_\text{max}\right),
-\qquad
-\begin{aligned}
-\Delta_\text{min} &= 10^6\\
-\Delta_\text{max} &= 2\times10^{10}
-\end{aligned}
+\Delta\lambda = \mathrm{clamp}\!\left(0.02\,\max(r - r_\text{photon},\,0),\; \Delta_\text{min},\; \Delta_\text{max}\right),
$$
+with $\Delta_\text{min} = 10^6$ and $\Delta_\text{max} = 2\times10^{10}$ metres.
Far out, the ray is in near-flat space and crosses it in a handful of long
strides. Near the photon sphere, where the path bends hardest and mistakes show
the most, the step shrinks to follow the curve. A second clamp forces the step