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In article <470cf833$1@news.povray.org>, dne### [at] san rr com says...
> Alain wrote:
> > You obviously miss a fundamental point: there is only ONE transform
> > matrix per object that contain the SUMATION of every single transforms
> > applyed to that object. There is no transform array, there never was an
y
> > such thing.
>
> I'm amazed at the number of people arguing
> "This is how the next one should be."
> "No, this is how the current one is."
> "But this is how the *next* one should be."
> "Don't you understand this is how the current one *is*?"
>
> > Using an array of transforms would be wastefull. It would uselessly use
> > extra memory.
>
> It's only useless if you don't need it.
>
> > It would make rendering slow as the whole array will need
> > to be computed for every ray that encounter the object,
>
> Nonesense. Once the tracing starts, you compute the final transformation
> matrix, just like you do now when there are multiple transforms.
>
>
Thank you. A force of reason. lol
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void main () {
call functional_code()
else
call crash_windows();
}
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