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On Sun, 21 May 2000 11:00:52 +0300, Peter Popov wrote:
><ffj### [at] club-internet fr> wrote:
>
>>Use 'merge' instead of 'union' and manually bound it with a bounded_by { sphere
>>or box } as closely as possible.
>
>Merge is internally represented as a complex CSG. It takes more memory
>and generally takes longer to render than the equivalent union. This
>is not true in some special cases but this shouldn't be one of them.
Actually, it is internally represented as a merge. Difference is the
operation you're thinking of. Merge takes no more memory than the
equivalent union, and whether it takes more time depends on whether
it takes longer to do intersection checks or to compute texture
(including reflected and transmitted rays) which depends on what
type of objects you're working with.
In this case, a ray will never hit internal walls anyway, so there is
probably no difference in speed.
--
Ron Parker http://www2.fwi.com/~parkerr/traces.html
These are my opinions. I do NOT speak for the POV-Team.
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