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Nathan Kopp <Nat### [at] kopp com> wrote:
: Actually, it usually (the feature can be disabled) uses a bounding-box tree
: to determine which bounding boxes are closer than others, and if it finds an
: intersection in a nearby bounding box, it doesn't test anything that it
: knows is farther away. Also, as Ron and others mentioned, many objects only
: return the closest intersection for speed reasons.
My point was that it doesn't matter what is the direction of the ray
(from the camera, from infinity or wherever), it will always take the same
amount of work to test the intersections.
And besides, I myself mentioned the bounding boxes somewhere :)
--
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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