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From: david sharp
Subject: Q: What is a degenerate triangle?
Date: 20 Mar 1999 21:25:31
Message: <36F458B7.1C27@interport.net>
My understanding has been that a degenerate triangle is
just three points that don't really make a triangle.
Could someone please explain why POV-Ray complains that
the following smooth_triangle is "degenerate"? (v1,v2, and v3
come out fine as a plain 'flat' triangle).

#declare v1=<116.50351, 37.28418, -14.46650>;
#declare n1=<-0.87727, -0.19526, 0.43849>;
#declare v2=<73.18535, 44.36221, -1.11751>;
#declare n2=<-0.90956, 0.27350, 0.31289>;
#declare v3=<123.66611, 65.86183, 12.58927>;
#declare n3=<-0.8777, -0.19526, 0.43849>;

smooth_triangle{
	v1,n1,
	v2,n2,
	v3,n3     
}

Thanks for any help.


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From: Lance Birch
Subject: Re: What is a degenerate triangle?
Date: 20 Mar 1999 21:29:59
Message: <36f459a7.0@news.povray.org>
My understanding was that it was a duplicate triangle... in other words,
there is already one in the scene with the same co-ords.  But I could be
wrong.

I think there was a thread about it a few months back... on how to get rid
of them...

--
Lance.


---
For the latest 3D Studio MAX plug-ins, images and much more, go to:
The Zone - http://come.to/the.zone


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From: david sharp
Subject: Re: What is a degenerate triangle?
Date: 20 Mar 1999 21:41:12
Message: <36F45C66.159F@interport.net>
Lance Birch wrote:
> 
> My understanding was that it was a duplicate triangle... in other words,
> there is already one in the scene with the same co-ords.  But I could be
> wrong.

Well, I would believe this about duplicates except that POV is telling
me
that just that one triangle by itself is degenerate. 

> I think there was a thread about it a few months back... on how to get rid
> of them...

Thanks. I will have to try and find it.


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From: Lance Birch
Subject: Re: What is a degenerate triangle?
Date: 20 Mar 1999 21:43:05
Message: <36f45cb9.0@news.povray.org>
Hmm, interesting... Maybe it's a problem with the computed normal for the
triangle.

Anyone else got any ideas?

"Ken will know"

--
Lance.


---
For the latest 3D Studio MAX plug-ins, images and much more, go to:
The Zone - http://come.to/the.zone


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From: Ken
Subject: Re: What is a degenerate triangle?
Date: 20 Mar 1999 21:51:17
Message: <36F45D59.58E73190@pacbell.net>
Lance Birch wrote:
> 
> Hmm, interesting... Maybe it's a problem with the computed normal for the
> triangle.
> Anyone else got any ideas?
> "Ken will know"

  It probably has something to do with the way it's parents raised it. 

-- 
Ken Tyler

mailto://tylereng@pacbell.net


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From: Nathan Kopp
Subject: Re: Q: What is a degenerate triangle?
Date: 20 Mar 1999 23:51:41
Message: <36F47A7C.4402CCCA@Kopp.com>
A degenerate triangle is usually one where at least two of the points
are the same (so you get a line or a point instead of a triangle).
This particular triangle works just fine with POV 3.1 for me.

If you accidently typed something like:
smooth_triangle{
         v1,n1,
         v2,n2,
         v2,n3  // note this line
 }

then it would be degenerate.

-Nathan

david sharp wrote:
> 
> My understanding has been that a degenerate triangle is
> just three points that don't really make a triangle.
> Could someone please explain why POV-Ray complains that
> the following smooth_triangle is "degenerate"? (v1,v2, and v3
> come out fine as a plain 'flat' triangle).
> 
> #declare v1=<116.50351, 37.28418, -14.46650>;
> #declare n1=<-0.87727, -0.19526, 0.43849>;
> #declare v2=<73.18535, 44.36221, -1.11751>;
> #declare n2=<-0.90956, 0.27350, 0.31289>;
> #declare v3=<123.66611, 65.86183, 12.58927>;
> #declare n3=<-0.8777, -0.19526, 0.43849>;
> 
> smooth_triangle{
>         v1,n1,
>         v2,n2,
>         v3,n3
> }
> 
> Thanks for any help.


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From: Lance Birch
Subject: Re: What is a degenerate triangle?
Date: 21 Mar 1999 01:25:31
Message: <36f490db.0@news.povray.org>
he he he

--
Lance.


---
For the latest 3D Studio MAX plug-ins, images and much more, go to:
The Zone - http://come.to/the.zone


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From: Alan Kong
Subject: Re: What is a degenerate triangle?
Date: 21 Mar 1999 06:49:46
Message: <36F4DC6B.9FDBC1AB@compuserveNO-SPAM.com>
Ken wrote:
>> It probably has something to do with the way it's parents raised it.

  It cross-dresses as a primitive. Looks kinda cute, actually <g>.

- Alan


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From: david sharp
Subject: Re: Q: What is a degenerate triangle?
Date: 21 Mar 1999 09:47:40
Message: <36F50681.6E9@interport.net>
Nathan Kopp wrote:
 
[ ... ]
> This particular triangle works just fine with POV 3.1 for me.

As a smooth_triangle?
I am using 3.1d, DOS version, and that smooth_triangle is
reported degenerate. The points and normals are generated by 
macros and if I at least knew why it was degenerate (or being
reported as such) I could do automate some 'detect and correct', 
like substituting a 'flat' triangle (which works fine with 
those coordinates). 

> If you accidently typed something like:
> smooth_triangle{
>        v1,n1,
>         v2,n2,
>         v2,n3  // note this line
> }

Well, in my case, this is actually the most likely cause, 
but I cutnpasted directly from the source.


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From: david sharp
Subject: Re: Q: What is a degenerate triangle?
Date: 21 Mar 1999 13:33:01
Message: <36F53B7A.33A7@interport.net>
Using POV version 3.1d for DOS, this triangle is not 
reported as degenerate as part of a mesh{}, but it 
is reported degenerate if declared by itself or as 
part of a union{}. However the triangle is not 
rendered properly in any of these (in a mesh, by itself, 
or in a union).
By making random changes in the normals, sometimes I can get 
it rendered, but what changes in the normals is allowing it 
to be rendered is a mystery to me. Some changes work, and 
some don't.

If it is declared as a plain triangle 
	triangle{v1,v2,v3}
then it is rendered ok.

david sharp wrote:
> #declare v1=<116.50351, 37.28418, -14.46650>;
> #declare n1=<-0.87727, -0.19526, 0.43849>;
> #declare v2=<73.18535, 44.36221, -1.11751>;
> #declare n2=<-0.90956, 0.27350, 0.31289>;
> #declare v3=<123.66611, 65.86183, 12.58927>;
> #declare n3=<-0.8777, -0.19526, 0.43849>;
> 
> smooth_triangle{
>         v1,n1,
>         v2,n2,
>         v3,n3     
> }


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