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Tim Attwood escribió:
> The bounding of the intersection object is used so
> the volume tested can be small even though the primary
> objects are large.
How do you think POV-Ray would calculate the bounding of an
intersection? If the primary objects are big, chances are the bounding
object for the intersection will be a lot bigger than it should be.
> There also will never be a false collision, and if a
> collision is missed it's likely to be in a "forgiving"
> location where the viewer is likely to not be able to
> see it.
Well, it's *random*. Given a sphere (which takes more than half its
bounding box), it's absolutely possible it will hit everywhere *but* the
sphere :)
But if you make it clear that your code isn't deterministic, seems good
enough.
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