"Greg M. Johnson" <gregj:-)565### [at] aolcom> wrote in message
news:3e03801d@news.povray.org...
Good start, but needs surface normals bad. Can the spheres which define the
sweep be of different radii? Does the sweep pinch, or is this just an
illusion?
-Shay
From: Greg M Johnson
Subject: Re: Mesh2-based sphere sweep replacement
Date: 21 Dec 2002 13:50:04
Message: <3e04b7dc$1@news.povray.org>
The cross section will always be a "disk" perpendicular to the path of the
spline-- I think this is what you observed.
It is possible to get rid of the truncated look by simply choosing a finer
triangle size. Were you simply pointing out the truncated look, or is there
a real benefit to adding surface normals?
"Shay" <sah### [at] simcopartscom> wrote in message
news:3e0391c5$1@news.povray.org...
>> "Greg M. Johnson" <gregj:-)565### [at] aolcom> wrote in message> news:3e03801d@news.povray.org...>> Good start, but needs surface normals bad. Can the spheres which define
the
> sweep be of different radii? Does the sweep pinch, or is this just an> illusion?>> -Shay>>
"Greg M. Johnson" <gregj:-)56590@ao:-)l.com> wrote in message
news:3e04b7dc$1@news.povray.org...
> The cross section will always be a "disk" perpendicular to the path of the> spline-- I think this is what you observed.>
It appears that this is not the case, but I guess it's just an optical
illusion.
> It is possible to get rid of the truncated look by simply choosing a finer> triangle size. Were you simply pointing out the truncated look, or is
there
> a real benefit to adding surface normals?>
The benefit is that an almost identical picture could be made with only
about ten rows of triangles. Your method of using tiny, pixel-sized
triangles to achieve smoothness will slow down the render and not allow
giant sweeps due to lack of memory.
-Shay
From: Greg M Johnson
Subject: Re: Mesh2-based sphere sweep replacement
Date: 23 Dec 2002 23:57:20
Message: <3e07e930$1@news.povray.org>
"Shay" <sah### [at] simcopartscom> wrote in message
news:3e0730a7$1@news.povray.org...
>> The benefit is that an almost identical picture could be made with only> about ten rows of triangles. Your method of using tiny, pixel-sized> triangles to achieve smoothness will slow down the render and not allow> giant sweeps due to lack of memory.>>
Wow. The things you learn. I suppose I can try to add this to the algo....