POV-Ray : Newsgroups : povray.advanced-users : i still do not have an answer yet : Re: i still do not have an answer yet Server Time
29 Jul 2024 20:16:09 EDT (-0400)
  Re: i still do not have an answer yet  
From: Adam Gibbons
Date: 14 Jan 2001 09:02:33
Message: <3a61b179@news.povray.org>
You really want to know why ?? !

ok,

i am drawing a lamp.

i have the head of the lamp and i have the base of the lamp
but i have nothing connecting the two.

i can draw a sphere as a marker at the top and another at the bottem for
where i want the wire to goto and from. but the top of the lamp has been
move and then rotated. but to ray something going between to two i need jus
the X,Y,Z for the top and just the X,Y,Z for the bottem. i have to bottem
co-ordinets, but to work out what the top ones are i have to find the answer
to my problem.

plus it would be usesfull to know in the future for other sceans with maybe
a simaler problem.

if you know the answer then please just tell me.

Adam


"Warp" <war### [at] tagpovrayorg> wrote in message
news:3a619eda@news.povray.org...
>   I just don't understand why you want to make this. What will you achieve
> doing it?
>   Your rendering speed will not be affected in any way.
>   You will only cause yourself more trouble than it's worth.
>
>   If you keep the transformations that put the object in the right place,
> it's easier to see how the location was calculated.
>   Also, what happens if you want to slightly modify one of the
transformations?
> Instead of just modifying one number in the transformations you'll have to
> recalculate the whole thing again. Why, when povray can do it for
yourself?
>
>   Of course it's good to know the math to get the location of a point
which
> have been transformed because it can have some uses, but in my experience
> one of these uses is not putting the result directly in the object
> definition.
>
> --
> char*i="b[7FK@`3NB6>B:b3O6>:B:b3O6><`3:;8:6f733:>::b?7B>:>^B>C73;S1";
> main(_,c,m){for(m=32;c=*i++-49;c&m?puts(""):m)for(_=(
> c/4)&7;putchar(m),_--?m:(_=(1<<(c&3))-1,(m^=3)&3););}    /*- Warp -*/


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