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By the way, I suggest taking a look at the mesh2 syntax in the
documentation.
Besides being more compact than 'mesh', it may in many cases be more
handy way of writing the mesh from a program.
Vertices, (optional) normal vectors, (optional) uv-vectors and (optiona)
textures are written separately before anything else, after which the
face (ie. triangle) information is written. If triangles need separate
textures (or even if each vertex of each triangle needs a separate
texture) you can write them as simple index values to the textures
(instead of writing the textures themselves along with the triangles).
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
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