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In article <web.3daa233e7d95834218ccf4f70@news.povray.org>,
"Rohan Bernett" <rox### [at] yahoocom> wrote:
> What about using the center of the object as a reference point to calculate
> the smooth vectors?
What's the center of the object?
Don't bother trying to figure it out, there are many possible ways to
answer that question and none of them would help in computing smooth
normal vectors for anything but a sphere. His point was that there are
several algorithms for guessing the correct normals, and none of them
work all the time. For instance: take a deformed cube. Most smoothing
algorithms will mess up the sharp edges and corners, because the
algorithm doesn't "know" they are supposed to be sharp.
> >First that's not 'tesselate', it is 'surface subdivision' in your case.
> Then why is it somtimes referred to as tesselation?
It isn't by anyone who knows what they are talking about.
--
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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