//typedef RGBSpectrum Spectrum;
typedef SampledSpectrum Spectrum;
Then it will use the SampledSpectrum class in core/spectrum.h for all spectral computations. These settings at the top of that file control the number of bins and the wavelength range used:
static const int sampledLambdaStart = 400;
static const int sampledLambdaEnd = 700;
static const int nSpectralSamples = 30;
The one thing you will need to do by yourself is write a new Film implementation to write out the results. If you do the above, it will do all of the intermediate rendering calculations with the full-spectral representation, but will then convert to XYZ and then RGB to write out an image. Check out film/image.{h,cpp} to see how it does that now; using that code as a starting point would probably make sense.
-matt
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