|
![](/i/fill.gif) |
On Wed, 28 Oct 1998 19:35:26 -0600, Dan Connelly <djc### [at] flash net>
wrote:
>Ron Parker wrote:
>Further, I am not sure what you mean by tangent to a
>vertex, as a vertex is just a single point, and thus all
>intersections are equivalent.
Ah, this is why I put "tangent" in quotes. There is, of
course, no tangent to a discontinuity, but all intersections
are not equivalent. (warning: ugly ascii art ahead)
\ \ /
\ \ /
- - X - - - - - - Y - - - -
/
/
Pretend the horizontal line is a ray. The intersection on the left
should be counted, the one on the right not. Determining which is
which in 3D is left as an exercise for the reader.
>Furthermore, open objects don't have a well-defined interior,
>so care is needed to make sure the object is a "solid" object....
>if it is formed by nondegenerate CSG, this is of course
>guaranteed.
Actually, there are closed surfaces that don't have well-defined
interiors, as well, though they self-intersect so they are detectable
(painfully.)
We're allowed to use open cylinders and prisms in CSG, despite the
fact that they don't behave. Why should determining the suitability
of a mesh fall on the POV programmers? Why not on the people making
the scene?
Post a reply to this message
|
![](/i/fill.gif) |