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Warp wrote in message <3a378a72@news.povray.org>...
> I have been working on a tesselation patch for POV-Ray. My intention is also
> to make a mesh data extraction patch (else the tesselation patch would be
> pretty useless).
interesting, I though of it either
if my deform patch could speed-up for meshes by manipulate vertex
during parsing instead of deforming ray during trace
both could make great fast things
> You can tesselate any object with a finite bounding box with it. The
> syntax is:
>
> tesselate(Object, Accuracy, Smooth, BBox_Offset)
I want change my deform patch to object modifier and I advice it you too
this will be simpler for user. I want change Parse_Object_Mod to return Object
pointer
which replace original pointer for every calling, this way:
object{
box{-1 1}
rotate 30*x
translate y*10
deform{ twist y, 8 }
translate 10*x
tesselate 10,10
}
inside of povray source this could be parsed by changed parse_object_mod as:
tesselatation {
deformation {
object{
box{-1 1}
rotate 30*x
translate y*10
}
deform { twist y, 8 }
translate 10*x
}
tesselate 10,10
}
after finishing parse_object_mod() should return new pointer to object which
replace original one
> with the last two parameters being optional.
why you did it as function ?
> The function returns a regular mesh object which can be used anywhere a
> mesh object can be used.
> With the other patch you will also be able to extract the data
> (vertices, triangles, normals...) from the mesh (from any mesh, not just
> the ones created with the tesselation function).
great
> This is an example of the very first working version of the patch (that
> is, it doesn't crash ;) ).
congratulations :)
ABX
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