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<jer### [at] atosorigincom> wrote:
> The "Too many nested objects" message appears when computing the intersection
> and one is found to be inside a lot of objects.
So this part is documentation report becouse User can be confused with such
error with no specification, explanation or workaround.
> Alas, "a lot" is a compilation define (or dependant of it) and cannot be
> updated via SDL. Well, IIRC a message from this group.
I have investigated it little more and this limit is probably equal 100.
#local C=100;
#while(C)
plane{z 0 translate z pigment{rgb 1}}
#local C=C-1;
#end
> May be using a sphere further away from the origin, with a kind of uniform
> repartition...
In this case it was only example. In real scene I use also translation before
rotation and I also use complicated shape different for each C so there was no
way to workaround. The main problem in this post was why crash connected with
rotation disappeare when I reordered calculation.
ABX
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