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MelR wrote:
> Thank you to all who replied. Leroy, how a normal is defined by the given
> sequence of triangle corners is something I've been looking for and have not
> previously been able to find. Your definition is clear except for one detail:
> is the vector cross product a right or left-handed operation? (Based on my
> limited familiarity with povray, I'm assuming it is a left-handed operation
> unless "right" has been specified, but I'm not certain.)
To tell the truth I don't know. I could never get my head around left or
right handed operation when turning it into code. I remember spining a
day or so playing with my figers,tring to turn them into triangles. It
was silly. I said to myself forget it, the code it what I need. So by
trial and error I got the code I needed for normals.
Going over my old code I think with a triangle laying flat in the y=0
plane that starting at one point and going anticlockwise gathering
points the normal will point in the positive y direction.
>
> I will try the texture definitions as you've described. Here, too, I've not
> been successful in discovering where in the documentation these issues are
> clearly discussed as they relate to triangles with both front and back textures
> as part of a mesh. I appreciate your effort to address this directly.
>
3.4.2.3.1 Solid Mesh in pov help file has a little.
I know there are some web sites out there that can be of help but I lost
all my bookmarks in a computer meltdown, sorry.
> So far I have been using (flat) triangles and not "smooth triangles". In my
> efforts to far, povray has detected some compilation?/syntax? errors, but I
> don't know yet if these are due to errors in my expressions or errors in my
> understanding as to how an interior_texture applies to a (flat) triangle. If
> you are aware that these discussion do not apply to a (flat) triangle and I
> must use a "smooth triangle" instead, please let me know.
>
The most common error with Mesh is dropping commas. When you drop one
inside a vector sometimes, not always, Pov will expand the vector. That
is if ya have <4.5,6.7> you'll get <4.5,6.7,0>.
There no difference when it comes to inside_vector between Flat and
smooth triangle meshs.
Have Fun!
> I appreciate your assistance.
> Mel
>
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