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Also, for nested loop 3, you're using the eval_pigment MACRO from an include
file "functions.inc"
All that does is:
#macro eval_pigment(pigm, vec)
#local fn = function { pigment { pigm } }
#local result = (fn(vec.x, vec.y, vec.z));
result
#end
Somehow this magically returns a vector quantity, rather than a scalar. :O
But the point is, that maybe declaring the function at the beginning of the
scene and just evaluating it when you need to without a lot of intermediate
steps and storage variables might cut down on memory usage and speed things up a
bit.
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