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"Warp" <war### [at] tagpovrayorg> wrote in message
news:46e1acbe@news.povray.org...
>> According to the documentation, POV converts its Bezier patches
>> into meshes before rendering them, which is precisely the gripe
>> nemesis seems to have with other renderers...
>
> That's only with type 1 bicubic patches. Type 0 are not tesselated.
Are you sure? The docs state clearly: "A bicubic_patch is a 3D curved
surface created from a mesh of triangles.", and rendering the example in the
docs, which uses type 0, results in visible mesh-like artifacts (jagged edge
and shadowline).
camera {
location <1,0,-4>
look_at 1.5
}
light_source {<500,500,-500> rgb 1}
bicubic_patch {
type 0
flatness 0.01
u_steps 4
v_steps 4
<0, 0, 2>, <1, 0, 0>, <2, 0, 0>, <3, 0,-2>,
<0, 1 0>, <1, 1, 0>, <2, 1, 0>, <3, 1, 0>,
<0, 2, 0>, <1, 2, 0>, <2, 2, 0>, <3, 2, 0>,
<0, 3, 2>, <1, 3, 0>, <2, 3, 0>, <3, 3, -2>
pigment {rgb 1}
}
cu!
--
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x) // ZK http://www.povplace.com
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