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From: Jérôme Grimbert
Subject: triangle texture interpolation
Date: 15 Sep 2001 15:40:09
Message: <3BA3A9E3.9DF1D9E2@free.fr>
Povray 3.5 beta2, Windows 98 SE, Pentium MMX, 256 Mo.

According to doc 6.7.8, there could be a comma between the texture identifiers.
But the parser refuse it.

--


camera {
  location  <0.0, 0.5, -4.0>
  direction 1.5*z
  right     x*image_width/image_height
  look_at   <0.0, 0.0,  0.0>
}

light_source {
  <-30, 30, -30>          
  color rgb <1, 1, 1>  // light's color
}
                                      
#declare T1=texture { pigment {color rgb <1,1,0>} } 
#declare T2=texture { pigment {color rgb <1,0,0>} }
#declare T3=texture { pigment {color rgb <0,1,1>} }
mesh {                                                   
triangle { <-1,0,0>,<0,1,0>,<0,0,0> texture_list { T1 T2 T3 }  }   
triangle { <0,0,0>,<0,1,0>,<1,1,0> texture_list { T3  T2 , T1 }  }   
triangle { <0,0,0>,<1,1,0>,<1,0,0> texture_list { T3 , T1 , T2 }  }   
}


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From: ingo
Subject: Re: triangle texture interpolation
Date: 16 Sep 2001 17:37:47
Message: <Xns911EF0604B6B6seed7@povray.org>


> According to doc 6.7.8, there could be a comma between the texture
> identifiers. But the parser refuse it.

Could somebody on the Team tell me, should I change the docs for this 
or will POV-Ray be changed?

Ingo

-- 
Photography: http://members.home.nl/ingoogni/
Pov-Ray    : http://members.home.nl/seed7/


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From: Nathan Kopp
Subject: Re: triangle texture interpolation
Date: 16 Sep 2001 21:00:30
Message: <3ba54b2e@news.povray.org>
"ingo" <ing### [at] homenl> wrote...

>
> > According to doc 6.7.8, there could be a comma between the texture
> > identifiers. But the parser refuse it.
>
> Could somebody on the Team tell me, should I change the docs for this
> or will POV-Ray be changed?

Please change the docs.

-Nathan


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From: ingo
Subject: Re: triangle texture interpolation
Date: 18 Sep 2001 14:49:47
Message: <Xns9120D3E43CF64seed7@povray.org>
in news:3ba54b2e@news.povray.org Nathan Kopp wrote:

>> > According to doc 6.7.8, there could be a comma between the
>> > texture identifiers. But the parser refuse it. 
>>
>> Could somebody on the Team tell me, should I change the docs for
>> this or will POV-Ray be changed? 
> 
> Please change the docs.
> 

Does the same apply to the texture_list in mesh2 ?

Ingo

-- 
Photography: http://members.home.nl/ingoogni/
Pov-Ray    : http://members.home.nl/seed7/


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From: Nathan Kopp
Subject: Re: triangle texture interpolation
Date: 18 Sep 2001 19:41:53
Message: <3ba7dbc1$1@news.povray.org>
"ingo" <ing### [at] homenl> wrote...
> in news:3ba54b2e@news.povray.org Nathan Kopp wrote:
>
> >> > According to doc 6.7.8, there could be a comma between the
> >> > texture identifiers. But the parser refuse it.
> >>
> >> Could somebody on the Team tell me, should I change the docs for
> >> this or will POV-Ray be changed?
> >
> > Please change the docs.
> >
>
> Does the same apply to the texture_list in mesh2 ?

I don't think so.  Do you think we should require commas in "mesh" for
consistency?

-Nathan


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From: ingo
Subject: Re: triangle texture interpolation
Date: 19 Sep 2001 04:18:42
Message: <Xns912168E5AB370seed7@povray.org>
in news:3ba7dbc1$1@news.povray.org Nathan Kopp wrote:

> Do you think we should require commas in "mesh" for
> consistency?
> 

Yes, as in most places you can use commas if you wish.

Ingo

-- 
Photography: http://members.home.nl/ingoogni/
Pov-Ray    : http://members.home.nl/seed7/


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From: Warp
Subject: Re: triangle texture interpolation
Date: 19 Sep 2001 18:44:23
Message: <3ba91fc7@news.povray.org>
Nathan Kopp <nat### [at] koppcom> wrote:
: I don't think so.  Do you think we should require commas in "mesh" for
: consistency?

  As long as it doesn't make it harder to create items in a loop/macro/etc.

  The greatest thing of commas being optional in most lists is exactly that:
You don't have to worry about extra commas at the end of the list when creating
the lists automatically.

  Another possibility is that a #-command could work effectively as the same
kind of separator as a comma.

-- 
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}//                     - Warp -


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From: Nathan Kopp
Subject: Re: triangle texture interpolation
Date: 19 Sep 2001 19:57:17
Message: <3ba930dd$1@news.povray.org>
"ingo" <ing### [at] homenl> wrote...
> in news:3ba7dbc1$1@news.povray.org Nathan Kopp wrote:
>
> > Do you think we should require commas in "mesh" for
> > consistency?
>
> Yes, as in most places you can use commas if you wish.

Good point.  Done.

-Nathan


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From: Jérôme Grimbert
Subject: Re: triangle texture interpolation
Date: 2 Dec 2001 14:49:24
Message: <3C0A8288.DDA0905B@free.fr>
Initial problem solved (no more comma in the doc, OK).

But it seems that one of the texture (the first texture) disappears, or at least
is not put on the first point. Instead, the second texture is on the first point
and the third texture is used on the second and third points.


Povray 3.5.beta.8.icl.win32, Win98, Pentium MMX, 256 Mo

Demo scene (T1 is red, T2 green and T3 blue) 
=======================================================


camera {
  location  <0.0, 0.5, -4.0>
  direction 1.5*z
  right     x*image_width/image_height
  look_at   <0.0, 0.0,  0.0>
}

light_source {
  <-30, 30, -30>          
  color rgb <1, 1, 1>  // light's color
}
                                      
#declare T1=texture { pigment {color rgb <1,0,0>} } 
#declare T2=texture { pigment {color rgb <0,1,0>} }
#declare T3=texture { pigment {color rgb <0,0,1>} }
mesh {                                                   
triangle { <-1,0,0>,<0,1,0>,<0,0,0> texture_list { T1 T2 T3 }  }   
triangle { <0,0,0>,<0,1,0>,<1,1,0> texture_list { T3  T1  T2 }  }   
triangle { <0,0,0>,<1,1,0>,<1,0,0> texture_list { T2  T3  T1 }  }   
}


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From: ingo
Subject: Re: triangle texture interpolation
Date: 2 Dec 2001 15:09:04
Message: <Xns916BD72C8BE49seed7@povray.org>


> But it seems that one of the texture (the first texture)
> disappears, or at least is not put on the first point. Instead, the
> second texture is on the first point and the third texture is used
> on the second and third points. 

Confirmed.

> triangle { <-1,0,0>,<0,1,0>,<0,0,0> texture_list{ T1 T2 T3 }  }   
> triangle { <0,0,0>,<0,1,0>,<1,1,0> texture_list { T3 T1 T2 }  }  
> triangle { <0,0,0>,<1,1,0>,<1,0,0> texture_list { T2 T3 T1 }  }  
 
If you put commas in the texture list, the result changes and not for 
the better.

Ingo

-- 
Photography: http://members.home.nl/ingoogni/
Pov-Ray    : http://members.home.nl/seed7/


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