POV-Ray : Newsgroups : povray.advanced-users : sphere triangulation controlled by int : sphere triangulation controlled by int Server Time
29 Jul 2024 16:33:43 EDT (-0400)
  sphere triangulation controlled by int  
From:
Date: 8 Nov 2001 03:48:30
Message: <6ugkutoldp5q96srel9tlfis03fc2lb1e2@4ax.com>
I was used 3ds years ago. The last version I used a lot was 3ds release 4. I
remember from this application there were two possible triangulations of sphere.
First one is easy and base on spliting angles "verticaly" and "horizontaly" just
like coordinates of earth are provided. I looking for algorithm of second way.
IIRC the number of faces was simple controled by int and was equal to power of
this int (^2 or ^3). I tried spliting base triangulation (4 faces) along edges
but this not returns equal triangles. I tried find some equations from
http://mathworld.wolfram.com/GeodesicDome.html but there is no formula depending
from single int like with 3ds. I'm not interested with algorithms with n-points
distributed on sphere. I have it. Could anybody help me?

ABX
--
#declare _=function(a,b,x){((a^2)+(b^2))^.5-x}#default {pigment{color rgb 1}}
union{plane{y,-3}plane{-x,-3}finish{reflection 1 ambient 0}}isosurface{ //ABX
function{_(x-2,y,1)|_((x+y)*.7,z,.1)|_((x+y+2)*.7,z,.1)|_(x/2+y*.8+1.5,z,.1)}
contained_by{box{<0,-3,-.1>,<3,0,.1>}}translate z*15finish{ambient 1}}//POV35


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.