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>
> [...]
> Having a 'tesselation' block would mean to provide a view to the user which
> would really be very different from the internal: because the user would see
> it as an extension of any object, whereas in real code, the object would
> have been completely replaced by something else.
I second that.
Although Chris Huff is right that there are objects internally represented
as a mesh (like heightfield and patch) this is something different IMO. A
method for combining different meshes into one would be good of course.
I think a syntax like ABX suggested in p.b.i would be best:
tesselate{
OBJECT_ID | OBJECT
METHOD { METHOD_PARAMS }
WARP { WARP_STATEMENT } | DISPLACEMENT{ PIGMENT |
f_x(x,y,z),f_y(x,y,z),f_z(x,y,z) }
OBJECT_MODS
}
Although i think the 'DISPLACEMENT' is unnecessary if we have displace
warps or function warps (which would be based on a vector function)
No matter what syntax is chosen there should be a save_file/load_file
possibility, maybe with different possible file formats (mesh, mesh2, pcm)
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 21 Feb. 2002 _____./\/^>_*_<^\/\.______
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