POV-Ray : Newsgroups : povray.general : CSG with mesh2 : CSG with mesh2 Server Time
29 Jul 2024 16:31:25 EDT (-0400)
  CSG with mesh2  
From: quickfur
Date: 18 Jan 2011 13:40:00
Message: <web.4d35dddbb7e0c2d1ee8d82c40@news.povray.org>
Hi All,

I want to do CSG with a mesh2 object, but I'm not sure if POVRay supports what I
need to do: the mesh2 object that I have is closed, but also contains internal
triangles (almost every triangle is transparent, so the internal triangles are
visible). I want to be able to do CSG with the *boundary* of the mesh2, and
ignore the internal triangles as far as CSG is concerned. Is this possible?

From the documentation, it seems like it wouldn't do what I want, because it
seems that based on whether the number of triangles intersected is odd or even
POV will consider the point as inside/outside. But what I want is for POV to
only intersect the triangles on the mesh2's *boundary* when doing this test, and
ignore the internal triangles. So any point inside the boundary triangles should
be regarded as "inside" regardless of how many triangles intersect a particular
ray.

What I want to achieve is this: I have several mesh2 objects, all of which have
a well-defined boundary but also contain internal triangles. I want to be able
to, for example, subtract mesh B from mesh A, so that all the triangles in mesh
A (including the internal triangles) are clipped by the *boundary* of mesh B
(ignoring B's internal triangles). How can I achieve this?

Thanks in advance!


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