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Dan Byers <nomail@nomail> wrote in message
news:web.3d9a3acd610548727c10c2df0@news.povray.org...
Here's a no math (on your part) answer:
#local R1 = [one end of red line];
#local R2 = [other end of red line];
#local P1 = [one end of purple line];
#local P2 = [other end of purple line];
#local RedVector = R2 - R1;
#local PurpleVector = P2 - P1;
#local Target = plane {vcross(<0,0,1>, RedVector), R1);
#local Intersection = trace (Target, P1, PurpleVector);
// trace works *so* fast that this might be as quick
// as any answer
// untested
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