|
|
Christoph Hormann <chr### [at] gmxde> wrote:
> A generic
> mesh displacement might be interesting but redundant to some extent.
It's certainly not redundant. Not if it's optimized to only subdivide
what is being currently rendering.
As I said earlier, this kind of optimization allows enormous subdivisions
with only a tiny extra memory requirement.
In other words: Imagine a 100MB mesh being subdivided so that each
triangle is divided into 100 triangles, and the result can be rendered
without requiring much more than the 100MB of RAM.
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
Post a reply to this message
|
|