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Steve <sjl### [at] ndirect co uk> wrote:
: I've only come accross 'inverse' when using two planes in a scene, I got
: a message saying that the camera was inside a non hollow object, to
: get rid of that message I had to make one of the planes inverse.
Well, that's one way of doing it. The correct way would be reversing the
normal of the plane. The normal should always point outside the plane.
There's one use for the inverse that I use very often: If you need a
real skysphere (ie. a sky sphere made with a real sphere):
sphere { 0,10000 inverse texture { Sky } }
--
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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