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"And" <49341109@ntnu.edu.tw> wrote:
> =?UTF-8?B?SsOpcsO0bWUgTS4gQmVyZ2Vy?= <jeberger@free.fr> wrote:
> > On 08/30/2015 07:38 PM, Alain wrote:
> > > Ouch!
> > > When you add a manual bounding to an union, that union is no longer
> > > splitted. That cause it to take MUCH more time to render as each ray
> > > that hit the manual bounding box now need to be tested against each and
> >
> > > every components of the union. It's similar in effect to uselessly usin
> > g
> > > merge instead of union.
> > >
> > > Also, as your manual bounding box is larger than the original union,
> > > it's even slower.
> > >
> > Have you tried it? ;) According to And, adding the manual bounding
> > box decreases the render time from 2m04s to 2s...
> >
> > Jerome
> > --
> > mailto:jeb### [at] free fr
> > http://jeberger.free.fr
> > Jabber: jeb### [at] jabber fr
>
>
> That's true. And it's impressive.
> Thanks for sharing the information.
>
> -------------
>
> Cheng Han Tsai
There may be a problem with the bounding on my floor tiles. Each set of tiles
is parsed as a single prism, but there are a couple of unions and differences
that I could split and bound manually.
Regards,
A.D.B.
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