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Christoph Hormann wrote:
>
> Gilles Tran wrote:
>
>>IIRC, Philippe Debar's macro works by creating a faceted sphere and
>>assigning a different texture to each facet, and both operations are quite
>>slow (it's like building a giant bitmap pixel per pixel).
>
>
> But it will render fairly fast which is the most important thing (a
> sky_sphere with a image_map pigment could be even faster but this will
> have problems with limited dynamic range with current POV-Ray of course).
Yes, I still have to add a save mesh feature - among many other things.
Just waiting for RL to slow a little to do that...
Povingly,
Philippe
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