POV-Ray : Newsgroups : povray.general : Is it possible to move a torus? Server Time
6 Aug 2024 00:12:41 EDT (-0400)
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From: Dave Dunn
Subject: Re: Is it possible to move a torus?
Date: 2 Aug 2002 20:55:55
Message: <3D4B29FC.262C6CBC@aol.com>
Christopher James Huff wrote:

You could just leave out the last } bracket, so the

> macro usage would be like:
>
> Torus(< 0, 0, 0>, < 1, 2, 3>, 1, 0.2)
>     sturm
>     texture {...}
> }

Hey Chris, thanks for the tip. It is ridiculously simple when you look at
it. Hadn't even thought of that.

Dave


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From: Slime
Subject: Re: Is it possible to move a torus?
Date: 4 Aug 2002 17:41:22
Message: <3d4d9f82@news.povray.org>
> Heh heh. I knew I should have qualified that and said basic primitives, in
which
> group I include torus. I was thinking, of course, of the following:
>
> sphere
> box
> cylinder
> cone

The reasons for not including the torii's position in the first few
parameters have to do with the way torus intersections are calculated,
mathematically, at the lowest level. I believe that factoring in a
translation inside the *base* intersection calculation would make the
calculation slower. Translations, on the other hand, are a type of
transformations, which are applied *separately* from the base intersection
calculations, and are only applied when necessary.

Trust me, it makes sense when you work out the math yourself =)

 - Slime
[ http://www.slimeland.com/ ]


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