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Warp wrote:
>
> Specially with meshes. I suppose that if you substituted a big mesh
> with a bunch of isosurfaces, your rendering time will go to the roof :)
>
Then again, you could forgo the isosurface method for meshes, and do the
non-linear transformations just on the vertices (after all, isn't that the usual
method of doing it - tessellating to a mesh and transforming the vertices?)
--
Margus Ramst
Personal e-mail: mar### [at] peakeduee
TAG (Team Assistance Group) e-mail: mar### [at] tagpovrayorg
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