On Wed, 10 Jul 2002 13:03:27 -0500, Christopher James Huff <chr### [at] mac com>
wrote:
> That's going to be the generalised glow solving method...the patch will
> tesselate to a low-res mesh for glow calculations when an shape specific
> method doesn't exist. That will be part of the proximity patch as well,
> though I'm not going to completely abandon the ray sampling method.
Are you posting such detailed descrption to discourage other to implement
similiar ideas ? ;-)
Seriously I thought about similiar solutions but it is nonsense to work around
the same. Fortunatelly have some other ideas and first have to try optimize
and fix sphere_sweeps. Can't wait for sources.
ABX
Post a reply to this message
|