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----- Original Message -----
From: "Christoph Hormann" <chr### [at] gmxde>
Newsgroups: povray.binaries.images
Sent: Friday, February 22, 2002 11:18 AM
Subject: Re: This may be my first *complete* scene (75K)
> First of all you must have got something wrong here. 'Pyramid2' is in
> 'shapes2.inc' and is an intersection of planes which is surely much slower
> and needs more memory than a mesh.
Argh...sorry, It seems I had a bit of finger trouble...
What I meant was Pyramid from shapes2.inc - anyway heres what i'm using:
#declare Pyramid =
mesh { //changed from union
triangle { <-1, 0, -1>, <+1, 0, -1>, <0, 1, 0> }
triangle { <+1, 0, -1>, <+1, 0, +1>, <0, 1, 0> }
triangle { <-1, 0, +1>, <+1, 0, +1>, <0, 1, 0> }
triangle { <-1, 0, +1>, <-1, 0, -1>, <0, 1, 0> }
triangle { <-1, 0, -1>, <-1, 0, +1>, <1, 0, +1> }
triangle { <-1, 0, -1>, <+1, 0, -1>, <1, 0, +1> }
scale <1, 2, 1>
translate -y
}
I then have a loop which writes an include file by generating random
translations and rotations in the form:
object {Pyramid translate <...> rotate <...>}
object {Pyramid translate <...> rotate <...>}
object {Pyramid translate <...> rotate <...>} ...x60,000
although the .inc file isn't written on every render.
Is there a more effiecient way of writing this?
Thanks
Jim
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