|
|
> Even that automatic bounding create perfect bounding box it should be
still
> possible to optimize complex object rendering by splitting complex object
> to several unions. How can I calculate how many unions to split complex
> object?
Don't bother. Internally, POV-Ray splits all of the unions, and then does
exactly what you're describing using its *own* algorithm, which produces a
much more efficient bounding box "tree" than you or I could by hand. Chances
are, by using "split_unions off", you'll only slow things down.
- Slime
[ http://www.slimeland.com/ ]
Post a reply to this message
|
|