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Nicolas Alvarez <nic### [at] gmailisthebestcom> wrote:
> As far as I know, the way POV-Ray does it (and probably most others) is
> by creating a transformation matrix of all the individual
> transformations, then inversing it, and using it to transform *rays*
> before doing the intersection calculations.
That's the reason why you can't, for example, scale something by 0.
Inverting that matrix would result in a division by 0.
--
- Warp
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