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nemesis <nam### [at] gmail com> wrote:
> BTW, it's the first time I see Warp defending polygon meshes, rather than his
> preferred perfectly mathematical primitives, parametric and iso surfaces. And
> he get scorned for it. Poor unlucky fellow... :P
Well, it's one thing to appreciate the work put into a scene made of
varied POV-Ray primitives, and another thing to admit the reality of the
computer graphics world: That 99.9% of scenes out there are made of
triangle meshes (or of easily tesselable primitives), and that most
rendering algorithms have been optimized for them.
--
- Warp
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