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Say, uh, Nathan?
You may not like what I'm about to say after all the work you've put into that
reflection bug-fix there, but... well, um, you see it's like this.
If the 'inverse' keyword is put at the end of a texture statement containing a
reflection finish, there is no problem. The reflection works as it should,
same as what your fixed code does apparently.
I knew there was something amiss about this thing too though after someone
(Buk### [at] aolcom) mentioned "missing" reflection when 3.1 was being beta'd.
I don't understand why it would work this way. Seems obvious the correct way
would be *without* the keyword inverse, and used if you wanted a change from
default. Sounds about right huh?
So, maybe it should still be called a bug of sorts.
Message <366413CF.67C36788@Kopp.com>, Nathan Kopp typed...
>
>I posted a modified version of this code which (makes the bug obvious) in the
>povray.text.scene-files group. Rendered images from that file can be found in
>povray.binaries.images.
>
>-Nathan
--
omniVERSE: beyond the universe
http://members.aol.com/inversez/POVring.html
=Bob
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