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"Bald Eagle" <cre### [at] netscapenet> wrote:
> Now the thing is, the objects have to be converted into isosurfaces for all of
> this to work:
>
> #declare _Box = function (X, Y, Z) { max((X*X-1),(Y*Y-1),(Z*Z-1)) }
> #declare _Sphere = function { x*x + y*y + z*z - 1 }
>
> And so you'd need to do a Bill P ObjectAsIso type conversion. Because you can't
> have the infinite gradient between object and no-object.
>
> So it would work, but it might be rather slow...
Ah-ha! Thanks for the follow-up! I've been trying to figure out how to make it
work since your last post - and not getting anywhere.
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"Dave Blandston" <IsN### [at] protonmailch> wrote:
> "Bald Eagle" <cre### [at] netscapenet> wrote:
> > Now the thing is, the objects have to be converted into isosurfaces for all of
> > this to work:
> >
> > #declare _Box = function (X, Y, Z) { max((X*X-1),(Y*Y-1),(Z*Z-1)) }
> > #declare _Sphere = function { x*x + y*y + z*z - 1 }
> >
> > And so you'd need to do a Bill P ObjectAsIso type conversion. Because you can't
> > have the infinite gradient between object and no-object.
> >
> > So it would work, but it might be rather slow...
>
>
> Ah-ha! Thanks for the follow-up! I've been trying to figure out how to make it
> work since your last post - and not getting anywhere.
Now, IIRC, Mike Williams has done an impressive amount of work on tubes and
splines and using them in isosurfaces to mimic sphere sweeps. So If you wanted
to implement the smoothing, then maybe the way to go would be to convert the
code so that you were using proper isosurfaces right out of the gate, rather
than a slow and inefficient conversion from a primitive.
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hi,
"Bald Eagle" <cre### [at] netscapenet> wrote:
> ...
> Sacrilege indeed. That's why we'd want to do something like convert the
> javascript that already does this to SDL.
that's an interesting page, some of the other posts I scanned cursorily looked
worth returning to. thanks.
(sticking my neck out) I think we'd need WFP to become interested, make 'povr'
export/make visible the TTF data it (as pointed out) already has, in the parser;
pass in a text{} and get back metrics, that sort of thing.
regards, jr.
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"Bald Eagle" <cre### [at] netscapenet> wrote:
> Now, IIRC, Mike Williams has done an impressive amount of work on tubes and
> splines and using them in isosurfaces to mimic sphere sweeps. So If you wanted
> to implement the smoothing, then maybe the way to go would be to convert the
> code so that you were using proper isosurfaces right out of the gate, rather
> than a slow and inefficient conversion from a primitive.
OK that's interesting. The conversion did not look like it was going to work out
for this particular use because the documentation said that sharp edges would
produce jagged results. Most of the edges of the letters are rounded since
that's the whole point of the project, but the top of the "u" and bottom of the
"n" do have sharp edges. I'll see if Mike Williams' work can be used. Thank you
sir!
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