Thorsten Froehlich wrote:
> In article <403ccb81$1@news.povray.org> , Christophe Raffalli
> <raf### [at] univ-savoiefr> wrote:
>
>
>>I read the manual about interior texture. It says that it can be apply
>>to triangle (and I assume mesh and mesh2) but I did not find (with a
>>grep) the definition of backside and frontside for triangles, mesh and
>>mesh2 ?
>>
>>Moreover, the definition seems to differ from OpenGL's (order of
>>vertices) and seems not to use normals either when they are given so I
>>can not guess it !
>>
>>Please help.
>
>
> You cannot currently recreate the OpenGL backface cullling effect with
> POV-Ray.
I am not sure I understand
> This effect only exists in OpenGL as a speed optimisation because
> for OpenGL it is faster to not render backfacing triangles. This is not the
> case in POV-Ray.
>
What I want is to be able to choose which face if the backside and which
face if the front face for a mesh2 in fact.
For the moment I get a nice patchwork (not completely random) because
texture and interior texture are applied in a way I do not understand to
each triangle in the mesh. (my mesh uses OpenGL convention for the order
of vertices and has normals pointing to the outside).
Should I give a script sample ?
> Thorsten
>
> ____________________________________________________
> Thorsten Froehlich
> e-mail: mac### [at] povrayorg
>
> I am a member of the POV-Ray Team.
> Visit POV-Ray on the web: http://mac.povray.org
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