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Mike Williams wrote:
> Wasn't it Stephen who wrote:
>> H. Karsten wrote:
>>> Well this would be maybe an option for the version 4.
>>>
>> LOL but seriously why do you want to scale things to zero? If I want
>> to show something getting larger from nothing I initially translate it
>> out of view then using a “step jump” translate it into view and scale
>> it up from a small value.
>
> If we're talking about zero in all three dimensions, then it would be
> efficient to put all the objects inside if statements, and skip the
> parsing and rendering if the scale is zero. Perhaps using a macro that
> accepts an object and a scale factor if there are many such objects to
> be handled.
Yes, that is a better way of doing it. I was thinking of my use of a
modeller that could not utilise #if or #case statements.
>
> However, the warning and the defaulting to 1.0 happen if only one of the
> dimensions is scaled to zero. Perhaps Holger wants the objects to be
> scaled infinitely thin, like part of a plane. With the current
> behaviour, if you try to scale an object infinitely thin in one
> direction, the parser thinks you've missed that parameter and scales it
> to 1.0.
>
> I can imagine some of the ray intersection solvers having big problems
> with objects that really do have zero thickness, because they're trying
> to find points where the ray goes from outside to inside something, and
> that doesn't really happen if the object has no thickness. [Note that
> thin objects like planes don't have that problem because they consider
> half the universe to be inside.]
>
> I can also imagine compound objects, like unions, suffering from
> coincident surface artefacts wherever two components with different
> textures overlap.
>
You put what I was thinking into a well defined statement. I wrote in
haste and now repent in leisure ;)
--
Best Regards,
Stephen
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