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but my idea included a radius, so the ray wouldn't come from infinity.
the ray would be shot from one side of the cylinder and if it hit an
object, fine, but if not, it would stop when it hit the other side of
the cylinder, as if what was contained in the cylinder was all that
existed in the universe.
Warp wrote:
>
> 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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