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Garrett Baird <the### [at] hotmail com> wrote:
> Hello all,
> I've spent a bit of time googling but I've not been able to answer a rather
> basic question: I've got a scene that consists of around 300 polyhedra, each of
> which is described by about 20 linear inequalities of the form ax + by + cz <=
> d. The faces of these polyhedra have different image maps that are being
> applied to them. Is it faster if I represent these polyhedra as a union of
> faces, rather than an intersection of half planes? Currently my scene is
> rendering very slowly and I'd like to know if it's bad coding on my part or just
> the way things work.
The most efficient way is to create a mesh (or mesh2) from your polyhedron.
You can apply individual textures to each triangle, so it's not a problem.
--
- Warp
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