From 730b03c20d5cfcac395f5d5dfbd7d85bae933dd5 Mon Sep 17 00:00:00 2001
From: TheNumbat <mjslater@andrew.cmu.edu>
Date: Mon, 26 Apr 2021 13:13:49 -0700
Subject: [PATCH] remove reference to flipping triangle normals

---
 docs/pathtracer/intersecting_objects.md | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/docs/pathtracer/intersecting_objects.md b/docs/pathtracer/intersecting_objects.md
index 1f59ad6..ae7e9be 100644
--- a/docs/pathtracer/intersecting_objects.md
+++ b/docs/pathtracer/intersecting_objects.md
@@ -50,7 +50,7 @@ Once you've successfully implemented triangle intersection, you will be able to
 
 ## Step 2: `Sphere::hit`
 
-You also need to implement the `hit` routines for the `Sphere` class in `student/shapes.cpp`. Remember that your intersection tests should respect the ray's `dist_bound`. Because spheres always represent closed surfaces, you should not flip back-facing normals you did with triangles.
+You also need to implement the `hit` routines for the `Sphere` class in `student/shapes.cpp`. Remember that your intersection tests should respect the ray's `dist_bound`, and that normals should be out-facing.
 
 **Tip 1:** take care **NOT** to use the `Vec3::normalize()` method when computing your
 normal vector. You should instead use `Vec3::unit()`, since `Vec3::normalize()`
-- 
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