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Ron Parker <par### [at] fwi com> wrote:
: You forget that if it's not around the object, it shouldn't matter to the
: ray-intersection routine (obviously in practice it works in such a way that
: vampire objects are possible, but that's a side-effect that could easily
: disappear with better optimization.) And rest assured that finite objects
: have bounding boxes whether or not such boxes are specified in the script;
: that's how the min_extent and max_extent keywords in the superpatch work.
How does it calculate the bounding box of an object like this?
intersection
{ sphere { x*1000, 1001 }
sphere { -x*1000, 1001 }
}
--
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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