POV-Ray : Newsgroups : povray.general : back side and interior texture : Re: back side and interior texture Server Time
3 Aug 2024 18:16:02 EDT (-0400)
  Re: back side and interior texture  
From: Christophe Raffalli
Date: 26 Feb 2004 03:52:50
Message: <403DB4D9.3000402@univ-savoie.fr>
Christopher James Huff wrote:
> In article <403ccb81$1@news.povray.org>,
>  Christophe Raffalli <raf### [at] univ-savoiefr> wrote:
> 
> 
>>Moreover, the definition seems to differ from OpenGL's (order of 
>>vertices) and seems not to use normals either when they are given so I 
>>can not guess it !
> 
> 
> It does use the order of the vertices...

But how ? It is nowwhere in the doc ?

Lets say you have a triangle <A,B,C>.

If the normal defining tre front face the vertor product of (B-A) and (C 
-A) ? Is it somthing else ?

>for example, the HF_*() height 
> field generator macros produce meshes with correct normals. You do have 
> to make sure that you only texture the mesh object as a whole, no 
> per-triangle textures.
>


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.