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> Hi Woody,
>
> I think it would be more helpful to have some code to inspect. In fact I did not
> understand the description of your problem. Looking at the picture you gave, I
> would judge it more as a problem with the geometry and not with the texture
> (especially the right bottom part). I have no experience with mesh objects (only
> have used mesh2 so far myself). With mesh2 and an inside vector (it seems to be
> more important to have one defined than to have the best direction) one can cut
> down a mesh2 object with usual csg-operations in parts, texture them
> individually and put them together again - or leave them apart. Some months ago
> I posted a picture to the p.b.i with a mesh2 object handled in this way
> exactelly:
>
>
http://news.povray.org/povray.binaries.images/message/%3Cweb.50329242de95511561a6f3b40%40news.povray.org%3E/#%3Cweb.503
> 29242de95511561a6f3b40%40news.povray.org%3E
>
> The body of the magpie is this mesh2 object. But to understand your special
> problem I think it would be helpful to look at some sample code.
>
> Best regards,
> Michael
>
>
The difference between a regular mesh and a mesh2 object in only in the
way it's defined. Otherwise, everything that apply to one also apply to
the other, as, internaly, they are exactly the same thing.
The only requirement for the inside_vector of a closed mesh is that it
should not be parallel to a triangle of the mesh.
The problem is that the object is composed from an array of small mesh
objects to whitch an image_map is applyed using UV mapping. That
image_map have some transparent parts that let us see the inside. It's
very similar to a clipped_by case. The bits you see are the inside of
some of the constituent component meshes.
Alain
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