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Margus Ramst <mar### [at] peak edu ee> wrote:
: Entering vertex
: coordinates by hand wouldn't be difficult, just pointless, IMO
Not pointless. I have done this by myself. Since I don't have any modeller
in which I could model triangle meshes, I often make my models on paper and
then enter the triangle coordinates by hand. I can't think of any other
way of doing it.
:>19. You know what does 'sturm' mean and how it's calculated. (2)
: I know what it means. Knowing the exact method is of little importance in
: POVing
Yeah, but if you know it, it makes you a little bit 'hardcore povrayer' :)
The user doesn't need to know, for example, how smooth triangles, bicubic
pathces or quartics work to just use povray, but if you know how they work,
you know what's happening when they don't work as you expected.
For example, it's possible that you know why sometimes you get black dots
in a bicubic patch.
:>43. You never get the "camera is inside non-hollow object" warning. If you
:> ever get it, it's absolutely intentional. (1)
: Or absolutely unimportant
If don't care about that kind of warnings, then you can't consider yourself
a hardcore povrayer ;)
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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