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> "Alain"<aze### [at] qwertyorg> schrieb im Newsbeitrag
> news:4ce824bc@news.povray.org...
>
>> Did you try applying the rotations before translating to the final
>> location?
>
> Yes, I did - see here:
>
> #declare Earth_Slice=
> object
> {
> Earth_Slice_N34E067
> texture
> {
> pigment { color rgb<1, 0.9, 0.4> }
> finish { ambient 0.1 diffuse 1 brilliance 0.4 }
> }
> rotate<0, -Earth_Rot, 0>
> translate Earth_Pos
> // rotate<Earth_Tilt, 0, 0>
> }
>
> ...and the original mesh2 definition does not contain any rotate statement
> at all!
>
> See you in Khyberspace!
>
>
Then, you need to use min_extent() and max_extent() to locate the actual
bounding box of the mesh and trace to somewhere into that bounding box.
Alain
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