|
![](/i/fill.gif) |
Warp wrote:
>
> > Very funny. If you had a quick look into the source you would have seen
> > POV-Ray uses double for all geometry data.
>
> Look closer to how mesh vertices are stored...
>
This does not matter at all, i seriously doubt changing the mesh data to
double would have any practical advantage.
BTW as far as i can see Rafal's observation has nothing to do with
floating point limitations or tolerance values at all, it's simply a 8 bit
heightfield he used.
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 03 Aug. 2002 _____./\/^>_*_<^\/\.______
Post a reply to this message
|
![](/i/fill.gif) |