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>
> Thanks to Warps's Tesselate patch, creating a mesh become easier.
> After that, it's only playing with the mesh... I did it in C,
> but I have no doubt someone would be able to do it in pov-language too.
> Render time is ok, but parsing time is exploding, especially
> when it comes to compute mesh bounding tree.
>
Great, how did you manage to avoid the known bug in the tesselation patch
generating holes in the mesh?
How about the code, will you publish it?
Christoph
--
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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