Christoph Hormann <chr### [at] gmxde> wrote:
> - normal perspective camera
Why would the camera type make trilinear interpolation difficult?
The program would just have to estimate the distance between pixels
projected on the surface of the object.
Besides, I think that people would find it useful even if it would
be limited to the perspective camera. 99.9% of the images rendered
with povray use the perspective camera.
> - No warps etc. being applied to the image map.
Even if trilinear interpolation was limited to triangle meshes without
texture modifiers I still think people would find it useful.
> To sum it up - in all cases where you probably are faster using hardware
> accelerated scanline rendering anyway.
I don't think speed is the issue here. The issue is that you can't
achieve trilinear interpolation of image maps with povray at all.
Besides, how would you render povray scenes with hardware acceleration?
> Again - if you implement something along these lines that is surely
> interesting from the technical standpoint but the practical use will be
> very limited.
Somehow people using scanline renderers manage to survive with
using only triangle meshes and image maps. Even if POV-Ray only
supported as much as scanline renderers it would be exactly as useful.
It's not at all asimilar to uv-mapping.
--
- Warp
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