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Impress <yha### [at] nospamhotmailcom> wrote:
> The problem I've got it's that I compute my points in a C++ program that I
> made. In fact, my program always output p1, p2, p3... in the same order.
> The vertices got always the same distances in each other.. but, there is
> two vertices that rotate around the third one. When it reach certain
> degree.. the texture flip. However, because I output always p1, p2, p3...
> in the same order for a specific triangle... I thought it should be
> okay..!?
No, you shouldn't output the points always in the same order. You should
output them always counter-clockwise with regard to the desired outwards
direction (or clockwise if you want the other direction).
You need to compute the correct order of the two last points before
outputting them.
--
#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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