Warp wrote:
>
> There might be need for optimizing the number of objects created
> since they take quite a lot of memory (just think about the gigantic
> heightfields used in most scenes...).
The method only uses that many objects because the renderer does not
support biquadric interpolation of height field data. What could have
been done with one primitive had to be simulated with many. A
height_field in POV-Ray has MxNx2 triangles, but it all counts as one
object.
Regards,
John
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