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I think that someone suggested something like this a long time ago. The
idea was the same, ie. adding an 'inverse' keyword to the camera. It would
make povray to take the farthest intersection of the camera ray with the
scene instead of the nearest. That is, instead of shooting the ray from
the camera to the infinity, the ray is kind of shot from infinity to the
camera, and the scene is thus seen from "outside".
--
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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