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Right, just to illustrate this suspected precision glitch, here's 7 images
of a simplified Ringworld (please excuse the crudity of the composite).
The Ring is a hollow open cylinder 1 million units tall and 90 million units
in radius, with a light at the centre. I've translated it by 90 million y
so that the origin lies on the Ring surface with the x axis at a tangent.
The first three images are, left to right, a camera y = 100, 10, 1.
The middle image is camera y = 0.
The final three images are, left to right, a camera y = -1, -10, -100.
Firstly, Thomas, do you see the same thing with your Ring?
Secondly, can anyone clarify what exactly is happening here? Is it a
precision problem, or something else?
code:
camera { location <0, 100, 0>
up <0, 1, 0>
right <4/3, 0, 0>
direction <0, 0, FoV_75>
look_at <-1000, 0, 0> }
#declare Ring = union {
light_source { <0, 0, 0> color White }
cylinder { <0, 0, -500000>, <0, 0, 500000>, 90000000 open hollow
pigment { color SkyBlue }
finish { ambient 0.5 } } }
object { Ring translate <0, 90000000, 0> }
Bill, confused.
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Attachments:
Download 'ringtest.png' (9 KB)
Preview of image 'ringtest.png'
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