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> Yes, the display routines are not intended to display a high framerate.
> The time taken to display the image is not long enough to bother
> optimizing though...what's a few hundred milliseconds when the render
> takes seconds, let alone minutes or hours?
Yeah, entirely as I expected.
> In addition to that, parsing is pretty slow, especially when you're
> talking about doing real-time stuff.
Mmm... that's true... I wonder how much time the actual physics simulation
took up? hehehe
> > ...such as building polyhedrons out of planes using CSG? (I do this all
the
> > time... *is* there any other way to build polyhedrons in POV?!?)
>
> Yes, that is one good example. POV can't bound an intersection of
> infinite shapes, you really need to manually bound when making
> polyhedrons that way.
...and remember to tell POV-Ray *not* to remove them ;-)
> There are alternate methods: you could use boxes
> or meshes. An intersection of two boxes makes an efficient octahedron,
> and of course a box is the best way to do a cube.
Usually I just want to build million-sided mirror balls or gemstones or
such... and I don't like meshes. Somehow seems like a "trick". (OK, I'm
weird!)
Thanks.
Andrew.
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