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I tried it, and at S=100, it was gone. I started to get grainy at S=15. So I was 150
units away looking at something with an vertical angle of 0.015278874 it's tangent
is 0.000266666. This is pretty small, but I can't imagine the computers cutoff being
so high.
Josh
Wlodzimierz ABX Skiba wrote:
> Currently I play a lot with orthographic camera.
> I found that going away with location of camera makes torus very strange.
> There is sentence in docu that "If the torus renders improperly you may add the
> keyword sturm to use POV-Ray's slower-yet-more-accurate Sturmian root solver."
> (btw. this is in "torus" section - but in section "sturm" there is no torus on
> the list).
> Well, I have added this keyword and IMO without result. This apperar in POV-Ray
> 3.1g for Windows on WinNT4 with 128 MB and with MegaPOV 0.7 on the same machine.
> Run below code with S=1,10 and 100.
>
> #declare S=1; /* 1,10,100 */
> camera{orthographic location -(10*S)*z direction z right x up y*3/4
> look_at -9*z}
> light_source{<-30, 30, -30> color rgb 1 translate <-30, 30, -30>}
> torus{.1 .04 /*sturm*/ texture{pigment{color rgb 0.5}}}
>
> ABX
--
Josh English -- Lexiphanic Lethomaniac
eng### [at] spiritonecom
The POV-Ray Cyclopedia http://www.spiritone.com/~english/cyclopedia/
"He who hebetates is last."
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