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Am 16.05.2010 09:17, schrieb Garrett Baird:
> 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.
Specifying a bounding box (using bounded_by) might help a lot, as
POV-Ray will probably be unable to auto-generate bounding boxes for the
polyhedra.
But, as Warp already noted, using a mesh would be the most efficient.
(You might want to use a mesh instead of a mesh2 though; not that it
makes any difference in speed - both use the same internal
representation - but usually a mesh is easier to generate from SDL.)
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