POV-Ray : Newsgroups : povray.general : Povray script to OpenGL? : Re: Povray script to OpenGL? Server Time
4 Aug 2024 22:16:00 EDT (-0400)
  Re: Povray script to OpenGL?  
From: Tom Melly
Date: 26 Mar 2003 05:59:25
Message: <3e81880d$1@news.povray.org>
"Warp" <war### [at] tagpovrayorg> wrote in message news:3e8175ca@news.povray.org...
>
>   I don't understand how you came to this conclusion.

You obviously forgot to factor in my idiocy.

>   An infinite number of intersection points to calculate what? For one
> pixel we need one intersection point (unless using antialiasing, which
> means we may need something like 9 intersection points). What do you need
> to calculate an infinite amount of intersection points for?

This is the solution to my confusion (and fairly bleedin' obvious when I think
about it). I was thinking that the number of rays required to trace an object
was dependant on the object's actual size (infinite in the case of a plane),
whereas the number of rays is more dependant on the area of the image that the
object occupies (always finite).


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