POV-Ray : Newsgroups : povray.newusers : rendering edges : Re: rendering edges Server Time
6 Oct 2024 02:15:06 EDT (-0400)
  Re: rendering edges  
From: Mr
Date: 11 Aug 2009 08:25:01
Message: <web.4a8161934068d214e3f0b2880@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Mr schrieb:
> > What's the easiest way to render faceless edges and give them any material or
> > texture.
> > Best would be if the solution allows me to insert its code into the object block
> > because of the way the exporter works.
>
> Usually thin cylinders are used for this purpose, combined with spheres
> at the vertices to prevent artifacts.

Hmm... but how can I find the right vertices pairs in such an output mesh:


 vertex_vectors {1108,<-0.0582308,0.879374,-0.00541553>,[ETC...] }
 normal_vectors {1108,<-0.489174,-0.0570892,0.870316>,[ETC...]}
 face_indices {2208,<0,1,2>,<2,3,0>,<4,5,6>,<6,7,4>,<8,9,10>,<11,12,13>,[ETC...]
 normal_indices { 2208,<0,1,2>,<2,3,0>,<4,5,6>,<6,7,4>,<8,9,10>,[ETC...]}


(I don't get why there are face indices whereas the mesh is only edges but
anyway...) Should I assume that vertices are exported consecutively on a same
edgeloop? Since I have a constant n number of verts over these edgeloops should
I chop these coordinates by such amounts of n vectors to use in spheresweeps?


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