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Warp <war### [at] tagpovrayorg> wrote in news:3de1dbc6@news.povray.org
> Have you ever heard of #while-loops? They are handy, you know...
> #while(Xpos < 100)
> #while(Zpos < 100)
> object { GrassPatch translate <Xpos, 0, Zpos> }
> Magically you get 100*100 instances
...and copy of mesh[1] for each loop-pass (100*100 copies in RAM).
Your sarcasm was quite stupid, if You would read first post(s) carfule You
will notice that techinque described above is exacly what i'm doing now,
but that I'm searching for more memory-saving idea.
[1] mesh data = bounding box etc. Ofcourse list of triangles wectors is not
replicated, but still even bounding boxes.
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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