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In article <Xns### [at] 204213191226>,
"Rafal 'Raf256' Maj" <raf### [at] raf256com> wrote:
> probalby this will need adding new block to texture, something like
>
> normal_dependent_pigment
That is about the worst possible way I can imagine to do it.
> because pigment data probably (not cauting transformations and color_map)
> contains :
> DBL (pigment_fun*)(DBL x, DBL y, DBL z)
> while
> DBL (pigment_fun*)(DBL x, DBL y, DBL z, DBL nx, DBL ny, DBL nz
>
> is needed. Before writting a path I will try to simulate such pigment to
> see are results worth efford
There are already pigments and patterns that depend on the normal, these
patches just modify the code to make the necessary information
available. There is no need to modify the syntax for such a thing, and I
can't imagine why you thought there would be.
And the actual code doesn't even slightly resemble that. Try actually
looking at the source before deciding how to add something...
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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