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In article <394FA557.CE84BDB5@schunter.etc.tu-bs.de>,
chr### [at] gmxde wrote:
> mesh {
> triangle{<0.0,0.0,0.0>,<0.0,0.0,1.0>,<1.0,0.0,1.0>}
> triangle{<0.0,0.0,0.0>,<1.0,0.0,0.0>,<1.0,0.0,1.0>}
> }
> ###################################################################
> -------------------------------------------------------------------
> mesh
> -------------------------------------------------------------------
> Peak memory used: 47840394 bytes
> -------------------------------------------------------------------
> Time For Parse: 0 hours 0 minutes 10.0 seconds (10 seconds)
> Time For Trace: 0 hours 3 minutes 7.0 seconds (187 seconds)
> Total Time: 0 hours 3 minutes 17.0 seconds (197 seconds)
Perhaps you should try something like:
#declare Block =
mesh {
triangle{<0.0,0.0,0.0>,<0.0,0.0,1.0>,<1.0,0.0,1.0>}
triangle{<0.0,0.0,0.0>,<1.0,0.0,0.0>,<1.0,0.0,1.0>}
}
object {Block}
object {Block}
object {Block}
...
This allows POV to use the same mesh data in separate objects. It may
not cause much of an efficiency increase here, but in meshes with more
triangles it can make a big difference.
Also, there is nothing wrong with a box having a thickness of 0,
although I often prefer to avoid all infinitely thin shapes in my scene.
This probably wouldn't make any difference in memory or speed, though.
--
Christopher James Huff - Personal e-mail: chr### [at] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://chrishuff.dhs.org/
TAG Web page: http://tag.povray.org/
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