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Warp wrote:
> "J�r�me M. Berger" <jeb### [at] freefr> wrote:
>> According to the documentation, POV converts its Bezier patches
>> into meshes before rendering them, which is precisely the gripe
>> nemesis seems to have with other renderers...
>
> That's only with type 1 bicubic patches. Type 0 are not tesselated.
>
The documentation isn't very clear on that point. I've just taken a
look in the code and the way I understood it:
- Type 1 are tesselated at parse time, then rendered as meshes;
- Type 0 are tesselated dynamically during render time and the
tesselation results are discarded immediately once the intersections
are found. In particular, I noticed that POV accessed the u_order
and v_order variables and repetitively called the DeCasteljau
subdivision functions during intersection computations...
Jerome
- --
+------------------------- Jerome M. BERGER ---------------------+
| mailto:jeb### [at] freefr | ICQ: 238062172 |
| http://jeberger.free.fr/ | Jabber: jeb### [at] jabberfr |
+---------------------------------+------------------------------+
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