|
![](/i/fill.gif) |
Slime wrote:
> See, the potential problem is that the checker pattern has opposite values
> in the y=(0,1] range than it does in the y=(-1,0] range. So *tiny*
> inaccuracies can cause the pattern to return *opposite* values. To avoid
> this, the pattern is pre-translated internally by y*-0.001. Normally that
> fixes it. However, that is *exactly* where you set the surface of your
> plane, so you're reintroducing the original floating point innacuracies.
I can't believe it ! Someone assumed that the checker patern was much
more used with a horizontal plane than with a vertical one ?
I find it rather strange that this correction is internaly code, since
we (users) are used to do corrections ourselves (in case of intersection
between objects, things like that). Is this documented somewhere ? I
guess we all assumed cubes went from 0 to 1, and so on...
--
Jul### [at] cnedra org
http://www.cnedra.org
Post a reply to this message
|
![](/i/fill.gif) |