>
> Another (more serious) suggestion would be to eliminate all the internal
> object types in favor of a single highly optimized primitive (say
> triangles). You can still have the higher level primitives at the level of
> the input language, but convert them (lazily, and perhaps with caching) into
> triangles for the purpose of tracing. Having a single underlying geometric
> representation allows you to concentrate your effort on producing a highly
> optimized set of routines that benefit all scenes.
>
> Mark
Ahem... Ehh... Why does 3DS scream in my eyes when I read this? *sighs*
The basic idea of pov is a raytracer, not a cheap hack at a mesh
handler...
//Spider
--Nothing matters anymore.
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