|
![](/i/fill.gif) |
: Until the tesselation patch is finished... but it seems the thread died...
: and the patch is not finished yet... See p.u.p, around january 2001
It has an annoying bug which doesn't seem to be related to the patch
itself (that is, the bug doesn't seem to be in the patch code) but it's
most probably related to some odd way of working of intersection tests
and/or meshes. I haven't got any idea on how it should be fixed (and no-one
else either, not even people who know the POV-Ray source very well).
Some possible fixes have been presented, but I haven't liked them. Usually
these fixes have the effect that some (or even most of the) triangles are
not connected to the adjacent ones, which in practice makes the mesh consist
of separate triangles.
I also don't like them because they don't explain why the problem happens,
but are more or less "kludges" around it. I would like to know the exact
reason of the bug and then understand how it could be fixed or why it can't
be fixed at all.
--
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}// - Warp -
Post a reply to this message
|
![](/i/fill.gif) |