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Chris Huff <chr### [at] mac com> wrote:
: Tesselation...some objects would render faster if tesselated, and you
: could use the tesselated version as a preview. Also, a low-res
: tesselated version of an object might be useful as a bounding shape for
: some objects.
But the tesselation process would eat at least some of that gained time.
Tesselation is not free.
How can you be sure that a tesselated version of a (complicated) object
completely contains the original object?
: Infinite objects are more of a problem...a plane could be two triangles
: with the vertices at the largest distance POV can handle
Bad idea. Try to translate that by y*0.01 :)
--
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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