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Margus Ramst wrote:
>
> Ken wrote:
> >
> > It could be done if true displacement mapping were added to the program.
> > Not impossible but difficult to code and yes it is expensive processor
> > wise.
> >
>
> However, "true displacement mapping" as used in practice, involves tessellating
> the primitive and displacing the resultant mesh.
> The way I understand it, performing non-uniform transformations (including
> displacement mapping) on a mathematical primitive would require finding the
> intersection of the primitive and a curved ray - often impossible for all
> practical purposes.
I'll bet Ron Parker could code it. Ron Parker can code anything if
he sets his mind to it.
--
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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