scott wrote:
> [...]
>
> This could be used for fast previews or even final renders if the speed
> was good with large array sizes.
Tesselating an isosurface - no matter what kind of algorithm you use -
is quite slow so a preview render would be a very bad example for using
such a technique. The most interesting uses for this would be low
detail isosurfaces in a slow render or an animation or the possibility
to edit the mesh in a mesh editor afterwards. Being able to get a fast
preview from a detailed isosurface is actually a significant advantage
of the direct approach.
Apart from that this is a very good example of a feature that would make
sense to have implemented in a new, more powerful SDL. Having such a
technique implemented internally would add considerable bloat unrelated
to the actual renderer to the source code without a real advantage.
Christoph
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