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> So you're saying that you get better results by listing each triangle
> individually, rather than grouping them into meshes?
Yes.
> That would imply that POV-Ray is doing some very efficient bounding on
> your triangles. Which would also imply that your meshes aren't composed
> very well, either.
Every mesh2 represents an object. For example, a table with 4 legs and 1
board would be represented with a total of 5 objects (5 mesh2). Each object
with their vertexs and faces.
//----------------------------------------------------------------------
My aim is to reduce the parse time because when I use the TRIANGLES version
the parse time is very long (1 min) because of the number of mesh2. With
OBJECTS version the parse time is very good (8 seg), but render time is
worse.
Joel.
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