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Meshes use octree optimization in order to speed up the rendering of
big meshes. However, the ray-octree intersection test adds overhead to the
ray-mesh test. With a very small amount of triangles the octree doesn't
have any advantage, but you only have the overhead. The octree starts to
have speeding effect when the number of triangles is larger.
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
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