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authorStan Seibert <stan@mtrr.org>2012-07-25 11:40:29 -0400
committertlatorre <tlatorre@uchicago.edu>2021-05-09 08:42:39 -0700
commit3b75a69b6e7cca45cd8616366559bf210ff6c554 (patch)
treed474d8898a31fc71b306c11c7524c381186e9ee5
parentffa5050e538463e5aa55fa112a1b3617f6a7e5e7 (diff)
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Use a wider range of standard wavelengths to accomodate UV photons, like in liquid argon.
-rw-r--r--chroma/geometry.py2
1 files changed, 1 insertions, 1 deletions
diff --git a/chroma/geometry.py b/chroma/geometry.py
index be3e7eb..238a701 100644
--- a/chroma/geometry.py
+++ b/chroma/geometry.py
@@ -14,7 +14,7 @@ from chroma.log import logger
# all material/surface properties are interpolated at these
# wavelengths when they are sent to the gpu
-standard_wavelengths = np.arange(200, 810, 20).astype(np.float32)
+standard_wavelengths = np.arange(60, 810, 20).astype(np.float32)
class Mesh(object):
"Triangle mesh object."