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Alain <aze### [at] qwerty org> wrote:
>
> Thinking about it further, you don't even need to apply the image to an
> object.
>
> #declare ColImg= pigment{ image_map {jpeg "my_image.jpg"}}
> #declare Res = max_extent(ColImg);
>
> You can now scale the pigment directly:
> #declare ColImg = pigment{ ColImg scale<Res.x, Rex,y,1>}
> This scales the pigment and reattribute it to the same identifier.
>
> Then, you use eval_pigment directly on the pigment identifier.
>
> It depends...
> 4096 and 2048 are exact powers of 2, and should not cause any error, or
> negilgible ones.
> 4000 x 3000 WILL cause fp errors.
> 800 x 600 will also cause fp errors as those values are not powers of 2.
Will begin testing that, thanks. :)
Regarding the images, AFAIK all are powers of two, something to do with the game
engine IIRC, so that should be fine then. :)
Regards,
D103
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