|
![](/i/fill.gif) |
"Alain" <aze### [at] qwerty org> wrote in message
news:4bc31c84$1@news.povray.org...
>> "Warp"<war### [at] tag povray org> wrote in message
>> news:4bbebfde@news.povray.org...
>>> Dre<and### [at] gmail com> wrote:
>>>> No it parses correctly, however none of the intersections are correct,
>>>> they
>>>> are all either at<0, 0, 0> or some weird location.
>>>
>>> Because you are not shooting the rays towards<0, -1, 0>.
>>>
>>> --
>>> - Warp
>>
>> I believe I am shooting them in that direction, they are starting at<x,
>> 10,
>> z> and finishing at<x, -10, y>, thats towards<0, -1, 0> in my mind or
>> am I
>> wrong here?
>>
>> Cheers Dre
>>
>>
>
> You are wrong :(
>
> If you start at <x,10,z> and have a direction of <x,-10,z>, then, you
> shoot toward <x*2,0, z*2>.
> Remember, the first value is the starting location.
>
> The second value is a *direction* vector, it is ADDED to the start
> location. If you use a /location/ your tracing rays will fan out.
>
> The result is that most rays, about 75% if the hight_field is around the
> X-Z plane, will totaly miss the hight_field. Any ray that don't hit the
> target will return a location of <0,0,0> and a normal of <0,0,0>.
> If the hight_field is a around -10*y, then only 1/16 trace will hit it, at
> the wrong locations.
>
>
>
> Alain
Yep, the thing that was messing me up was the fact that I thought the second
value was the final end point not a direction vector.
All sorted now though, thanks for your help!
Cheers Dre
Post a reply to this message
|
![](/i/fill.gif) |