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Nieminen Mika wrote:
>
> Margus Ramst <mar### [at] peak edu ee> wrote:
> : Entering vertex
> : coordinates by hand wouldn't be difficult, just pointless, IMO
>
> Not pointless. I have done this by myself. Since I don't have any modeller
> in which I could model triangle meshes, I often make my models on paper and
> then enter the triangle coordinates by hand. I can't think of any other
> way of doing it.
>
> :>19. You know what does 'sturm' mean and how it's calculated. (2)
> : I know what it means. Knowing the exact method is of little importance in
> : POVing
>
> Yeah, but if you know it, it makes you a little bit 'hardcore povrayer' :)
> The user doesn't need to know, for example, how smooth triangles, bicubic
> pathces or quartics work to just use povray, but if you know how they work,
> you know what's happening when they don't work as you expected.
> For example, it's possible that you know why sometimes you get black dots
> in a bicubic patch.
>
> :>43. You never get the "camera is inside non-hollow object" warning. If you
> :> ever get it, it's absolutely intentional. (1)
> : Or absolutely unimportant
>
> If don't care about that kind of warnings, then you can't consider yourself
> a hardcore povrayer ;)
>
> --
> main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
> ):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
I have done so and would not undertake the task again unless the need were
very, very, great. Even though I have done so my largest hand coded mesh
object was minuscule in comparison to what most computer generated mesh
utilities output in quantity.
--
Ken Tyler
mailto://tylereng@pacbell.net
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