|
 |
In article <470dec42@news.povray.org>, war### [at] tag povray org says...
> Darren New <dne### [at] san rr com> wrote:
> > > 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 transformatio
n
> > matrix, just like you do now when there are multiple transforms.
>
> It's not a question of efficiency, it's a question of not hard-coding
> one specific solution where no such hard-coding is necessary at all.
>
> (Besides, it *is* a question of efficiency too: Those arrays will
> consume extra memory which is not necessary to be consumed. This may
> become an issue with millions of objects.)
>
Your solution **still** requires extra arrays, or code, or **some** way
to get the changing data "to" the object to transform it. If anything,
as I try to explain in another post, your method is actually **more** of
a memory hog. You keep claiming that you can just somehow "untransform"
the matrix, or change it later, even when doing something like
translate->rotate->translate irrevocably creates conditions where its no
longer as simple as just adding one new rotation. Some how you have to
both save memory "and" provide a way to change interdependent
transforms, which, unless you are a fracking mathmatician, isn't going
to be practical. any solution you come up with, at minimum, is going to
require some transforms to be user changable, after the fact, and
keeping **all** of them in an array, to be applied later, is **worse**
that keeping all the of the initial states on the object, then just
changing the one you actually need to.
I haven't seen any argument from you that does a thing to truly address
that issue.
--
void main () {
call functional_code()
else
call crash_windows();
}
<A HREF='http://www.daz3d.com/index.php?refid=16130551'>Get 3D Models,
3D Content, and 3D Software at DAZ3D!</A>
Post a reply to this message
|
 |