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High!
Meanwhile, I changed the code:
mesh2 // Amalthea
{
vertex_vectors
{
318402
<0, -53.04356, 0>/sc // south pole
#declare a=1;
#while (a<399)
#declare b=0;
#while (b<800)
#declare redval=eval_pigment(AmaltheaRelief,
<(0.5+b)*(1/800), (0.5+a)*(1/400), 0>).red * (148.3-51.8);
#declare greenval=eval_pigment(AmaltheaRelief,
<(0.5+b)*(1/800), (0.5+a)*(1/400), 0>).green * ((148.3-51.8)/255);
((51.8+redval+greenval)*<sin(radians(b*(360/800)))*cos(radians(-90+a*(180/400))),
sin(radians(-90+a*(180/400))),
cos(radians(b*(360/800)))*cos(radians(-90+a*(180/400)))>)/sc
#declare b=b+1;
#end
#declare a=a+1;
#end
<0, 53.13458, 0>/sc // north pole
}
face_indices
{
635200
#declare fa=0;
#declare a=0;
#while (a<398)
#declare b=0;
#while (b<800)
#switch (a)
#case (0)
<0, a+1+b, a+1+mod(b+1,800)>
#declare fa=fa+1;
#break
#range (1, 396)
<1+a*800+b, 1+a*800+mod(b+1,800), 1+(a+1)*800+b>,
<1+(a+1)*800+b, 1+(a+1)*800+mod(b+1,800),
1+a*800+mod(b+1,800)>
#declare fa=fa+2;
#break
#case (397)
<1+a*800+b, 1+a*800+mod(b+1,800), 318401>
#declare fa=fa+1;
#break
#end
#warning str(fa, 6, 0)
#declare b=b+1;
#end
#declare a=a+1;
#end
}
texture
{
pigment { color rgb <179, 101,46>/255 }
finish { F_Standard_Planetary_Surface }
}
translate Pos_Amalthea/sc
}
...but still there is that gaping hole at the north pole! And why 635200
faces? Shouldn't it be rather 636800, i. e. (a-3)*2*b+2*b ?
See you in Khyberspace!
Yadgar
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