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Chris Huff <Chr### [at] compuserve com> wrote:
: You can do non-linear transformations for textures, they are called
: warps in POV. Like the black hole warp, turbulence, etc.
That's not the same thing. The texture calculations are not raytracing.
You don't trace rays to calculate the texture. You just have a function.
You give that function a 3D-coordinate and it returns a color value. No
raytracing done. For example, a gradient x texture would something like
f(x,y,z) = x
You can invent more complicated functions for more complicated textures.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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