POV-Ray : Newsgroups : povray.bugreports : Lighting problems with CSG and sphere_sweep : Re: Lighting problems with CSG and sphere_sweep Server Time
6 May 2024 05:16:08 EDT (-0400)
  Re: Lighting problems with CSG and sphere_sweep  
From: Le Forgeron
Date: 22 Feb 2014 09:57:10
Message: <5308bac6$1@news.povray.org>
Le 20/02/2014 16:28, Mirfaelltkeinerein nous fit lire :
> Hello all,

> Is there a solution to avoid this error?

Comparing code of 3.6.1 and 3.7, your new artefact is due to a
preliminary work in sphsweep.cpp about Flyspray entry #81

you can get ride of it by simply reactivating the section under "#if 0"
in sphsweep.cpp

At least, when I test your scene with a reactivated povray 3.7, the
lighting problem is gone.

One strange thing is that the valid points of sphere_sweep is computed
by using a binary elimination based on the normal (each time you cross
the surface with the normal in the right direction, you change the
inside/outside; When the normal is in the wrong direction, you stay and
drop that intersection...)

Yet, that kind of approach works as long as we have an even number of
intersections ... which every parts of the code generates, but the part
in "#if 0" comments : stacking only one intersection.  (and btw, the
computation of fp0 and fp1 is a waste of time as long as they are not
used in the commented part.

I'm not ready to understand that part of (cubic/b_)splines for sphere_sweep.


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