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Severi Salminen wrote:
> Yeah, Pov uses the exact same method. It is very simple and fast method.
> Pov also has one additional check, which I'm not sure is worth it. POV
> also returns both hits always. I only return the hit in front of the
> ray. I have no use for the other.
It's used for CSG. (E.g., if you "difference" the sphere against
something else, the "back" intersection might actually be where the
solid surface begins.)
[Mutters something about Haskell and lazy evaluation...]
--
http://blog.orphi.me.uk/
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