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Check the scene at the end of the article. It's a "cylinder" made of
smooth triangles.
Why there's a sharp shadow instead of a smooth one? If you set AngStep
to 45 then there's a smooth shadow just like it should.
camera { location -z*50 look_at 0 angle 35 }
light_source { <100,100,-100> 1 }
mesh
{ #declare AngStep=90;
#declare YStep=20;
#declare Rad=5;
#declare PosY=-10;
#while(PosY<10)
#declare Ang=0;
#while(Ang<360)
smooth_triangle
{ <sin(radians(Ang))*Rad, PosY, cos(radians(Ang))*Rad>,
<sin(radians(Ang)), 0, cos(radians(Ang))>,
<sin(radians(Ang))*Rad, PosY+YStep, cos(radians(Ang))*Rad>,
<sin(radians(Ang)), 0, cos(radians(Ang))>,
<sin(radians(Ang+AngStep))*Rad, PosY+YStep, cos(radians(Ang+AngStep))*Rad>,
<sin(radians(Ang+AngStep)), 0, cos(radians(Ang+AngStep))>
}
smooth_triangle
{ <sin(radians(Ang))*Rad, PosY, cos(radians(Ang))*Rad>,
<sin(radians(Ang)), 0, cos(radians(Ang))>,
<sin(radians(Ang+AngStep))*Rad, PosY+YStep, cos(radians(Ang+AngStep))*Rad>,
<sin(radians(Ang+AngStep)), 0, cos(radians(Ang+AngStep))>,
<sin(radians(Ang+AngStep))*Rad, PosY, cos(radians(Ang+AngStep))*Rad>,
<sin(radians(Ang+AngStep)), 0, cos(radians(Ang+AngStep))>
}
#declare Ang=Ang+AngStep;
#end
#declare PosY=PosY+YStep;
#end
pigment { rgb x } finish { specular .5 }
}
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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