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In article <3a3a03c0@news.povray.org>, Warp <war### [at] tagpovrayorg>
wrote:
> Didn't remember that I would have to implement it in both the mesh and
> the mesh2 blocks...
> The mesh2 may be a more difficult beast...
I don't think it would be necessary for the mesh2 object...as I
understand it, mesh2 is designed to make it easier for programs to
output in POV-readable format, not for hand coding, which is what
tesselation of primitives will be used for. So "mesh" will be the
hand-coding type, and "mesh2" will be the computer-generated type.
If you want to use the two together, something like this should be
allowed, allowing meshes, mesh2s, and maybe other shapes(height fields,
bicubic_patches...) and their identifiers to be added to mesh objects:
#declare Mesh2Ident = mesh2 {...}
mesh {
Mesh2Ident
mesh2 {...}
mesh {...}
}
You won't even have to use a special syntax for this if your tesselation
patch automatically detects whether an object is already tesselated, and
copies that data (or a reference to it) instead of using your own
tesselation algorithm.
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
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