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Dan Connelly wrote:
>
> Differences of coplanar surfaces are not well defined.
> Due to the finite precision of floating point operations.
> You should always make sure the negative object overlaps
> the positive one.
>
> This is a well-known feature of POV, and other renderers,
> as well.
>
> Dan
>
Hmm. That makes life more difficult. :)
So, you're saying that I just have to make sure it overlaps by a small
amount (.001 or so) to fix it. And that's what every does?
That is, in fact btw, how I "hacked" the problem last night after
spending a few frustrating hours tearing apart my house model looking
for the stray object I thought was causing the prob.
Thanks for the info.
You know, a scene directory containing examples of all the "features" of
pov-ray might be useful. If anyone ever makes one, I'll donate my
preceding scene. ;-)
--min
> --
> http://www.flash.net/~djconnel/
--
Lewis A. Sellers: writer and contract Multimedia Website Developer
mailto:lse### [at] usitnet (The Fourth Millennium Foundation)
http://www.public.usit.net/lsellers/ & http://www.fourthfoundation.com
http://brain-of-pooh.tech-soft.com/users/critters/bios/sellers_lewis.html
You can bug the living bejesus out of me live on ICQ @ 491461
(If I don't get back to you within a month, I'm out of prozac in some
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curiously -- thick with a sumerian accent.)
"The comedy is over" -i pagliacci
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