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Wlodzimierz ABX Skiba wrote:
>
> ough, I don't like write explanations becouse my vocabulary appears poor :-(
>
> Warp wrote in message <3a65c258@news.povray.org>...
> >Wlodzimierz ABX Skiba <abx### [at] abxartpl> wrote:
> >: did you consider my proposition to put tesselation as part of object
> modifiers ?
> >
> > I think that would be more difficult than it may sound.
>
> I did it for my deform patch
> Everything what it need is to change parse_object_mod to return (OBJECT *)
That modification would be easy, maybe...
> and change Parse_*() functions.
But not that one : do you have an idea of the number of functions
to patch ?
Moreover I found it counter-productive and dangerous:
let's say we have a CSG operation (not a union) and
you modify ONE of the component to tesselate while the
other components remained unchanged.
I'm not sure the CSG would still be possible.
As a basic-final-user, I cannot understand why modifying a tiny attribute of
a sphere/superellipsoid/cone/cylinder/box/whatever in a CSG construct
make a script failure...
Sincerely, I just like the way the tesselation object was introduced:
it is a new object. dot.
Trying to be able to have the mesh object able to include it in
its definition may or not be a good thing, I do not know.
>
> > When povray parses an object, it creates internally an object of that
> > type. A tesselation modifier would have to change that object to a mesh
> > object.
>
> when you tesselate object you do it probably to use it insted of original object
> for user there could be no difference - only speed up
No, at least for me: tesselation would also provide a different aspect
(the 'polygon'/facet aspect), and that's also interesting.
(instead of playing with the normal vector with a complex pattern)
>
> > I'm not sure if there is any advantage in this either.
>
> I know that some peoples don't like such word like "modeller" according to
> POV-script
> but in modellers there is taskbar with operations applied to object and
> rotation, scale and other linear operations are neighbours for
Yes the classical mods,
> twisting,
> bending, screwing
This is the 'classical' problem with the POV approach: the intersection
of an object with a curved ray...
The 'twist/bend/screw' cannot be applied to all objects, but you
could make them to be some new 'object' (?) that would take a
mesh-like object and some parameters:
twist { object {my_mesh}, <center.x,center.y,center.z>,<axis.x,axis.y,axis.z>,
angle... }
bend { object {my_mesh}, <center.x,center.y,center.z>,...}
screw { object {my_mesh}, <center.x,center.y,center.z>,<axis.x,axis.y,axis.z>,
pitch... }
Then when parsing, your 'object' is twisted/bent/screwed by 'simply' applying
a blind transformation to each vertex of the mesh
(beware: you not only have to transform the position of the vertex, but also
the normal... so the 'simply' is an overstatement).
>and neighbours for smoothing by removing of vertex, incresing
> amount of vertex and something.
That should be easy with the parameter of tesselation.
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