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clipka wrote:
> plane { -x, 0 transform { scale 2 rotate z*30 } }
>
> (Omitting the "transform" statement will solve the issue in this case,
> probably because a different mechanism is then used to apply the scaling
> and rotation.)
If you use transform{}, a reverse transformation matrix is applied.
If you don't, scale and rotate will modify the vector and distance directly.
It's similar to how 'translate' in a sphere moves the sphere's center
instead of using a transformation matrix, for optimization.
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