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I'm writing a graphical spline editor for POV's splines and I'm having
some difficulties to get my splines behave like POV's (POV 3.5 to be
specific):
The main problem is the fact that splines from spline-identifiers like
#local myspline = spline {
quadratic_spline
0, <2,3>
...
}
behave totally different from the ones used in lathe/prism It's not only
that the syntax is different: If you've got a quadratic spline lathe
with 3 points, it will only evaluate between points 2 and 3. Quadratic
splines from spline identifiers will, in contrast, evaluate between all
three points. Whereas if you're using a cubic spline with 4 points both
types behave the same way (which is they evaluate only between points 2
and 3).
So: What is the idea behind this? Will the concept of splines be changed
to a more uniform one in POV 4.0 (yes, I did read the output on the
message window telling me that splines are a experimental feature :)?
And I got another 2 questions (which are unrelated to the questions above):
- Why isn't it possible to use bezier_spline in spline identifiers?
- How are the clock values for the splines of lathe/prism computed? I
guess they are chosen proportional (?) to the distance of the points, is
this right?
Thanks for any hints
Florian
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