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In article <Xns### [at] 204213191226>, "Rafal 'Raf256' Maj"
<raf### [at] raf256com> wrote:
>> If this is happening to you, you are not using the mesh object
>> properly.
>> Follow Marc's suggestion and maybe you also should try to just explain
>> your problem and wait for an answer, not immediately turn it into a
>> redundant feature request...
>
> Ok, I did it. I know that it would be better to have one mesh istead union
> of 100 meshes, but as I explain - it's a problem due to transforms in each
> "sub-mesh"
No, create one mesh, i.e. #declare mymesh = mesh { ... }. Then transform it
using object { mymesh translate ... rotate ... }. In consequence you have
exactly one mesh in memory and can then transform it as necessary. The mesh
data will not be copied. Of course, the transform data needs to be stored
for each copy of the mesh (unless you don't transform it, of course).
That way your one million pieces of grass (meshes) will take somewhere
between 100 and 500 bytes per piece of grass (meshes).
Thorsten
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Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trfde
Visit POV-Ray on the web: http://mac.povray.org
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