POV-Ray : Newsgroups : povray.unofficial.patches : Tesselation patch, source now available : Re: Tesselation patch, source now available Server Time
5 Jul 2024 14:02:19 EDT (-0400)
  Re: Tesselation patch, source now available  
From: Le Forgeron
Date: 8 Jul 2002 17:29:48
Message: <3D29F3E2.A9638049@free.fr>
Christoph Hormann wrote:
> 
> Le Forgeron wrote:
> >
> > Regarding the tesselation patch, the source are now available from
> > http://jgrimbert.free.fr/pov/patch/tessel/index.html
> >
> 
> I had a look at the source and you don't seem to use preprocessor
> conditionals for your changes.  This would be very helpful for the user,
> especially in this case when you have several patches combined.

I know... my first patchs were at least tagged with some comments...
alas, for the tesselation patch, I started with the source from Warp,
and totally forget to insert a minimal comment whenever a line was updated/added
in existing files. 
And this patch took so much time to experiment/debug/write that in the meantime
I made also some additional patches (unrelated), which means that I have no
clean image to invoke diff/patch from. It also extend a bit further than usual,
at least I had to introduce the triangle interpolation and the warp transformation,
while disregarding the transfer of texture list higher in the mesh structures.
(I have been explained why it was done in megapov, and I believe it is not
the correct solution to the problem, a second transformation matrix when
a mesh is duplicated should have been enough with enough care done for the
texture computation; at least, it would have been less memory intensive than
the megapov duplication of the texture)

> 
> BTW, what is the 'nexus' object?

It once started as a strange CSG like, limited to a container and a
containee. Whenever a ray it the container, another ray was launch 
against the containee from the intersection according to the normal at
the intersection. The intersection would have been kept only if the 
containee was hit. It was a trial for a strange idea (which turn out
bogus). 
Nexus is knot in latin.
Later, I reused the keyword to make a patch from an idea of JRG
(see "Merry Christmas to JRG", in p.b.i, 25 December 2001).
So like it is currently, a nexus is an object which return intersection
only when the ray and the normal of the surface are going the same way.
(kind of you only see the interior, whatever the view point, including 
via reflection !)
Only pathological use is probably easing architectural cut of a house,
assuming the external walls are a nexus, when performing a rotation around
that house... 
-- 
Non Sine Numine
http://grimbert.cjb.net/
Etiquette is for those with no breeding;
fashion for those with no taste.


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