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Marc-Hendrik Bremer wrote:
>
>
> One optimisation could be to reduce your containing box. If I see it
> correct, it is way to big in the y-direction, since 1+sin(x)/2 and
> 1+cos(y)/2
> can each not be more than 1.5. Both can't be less than 0.5. So you can
> reduce your container box to y*1 and y*4, perhaps even more, but I'm not
> that familiar with a threshold of 1. That will save you some rendertime.
>
> Marc-Hendrik
Thanks for the hint. I didn't think it would matter much but I expect if you
think about it would. I was already worried about the speed. Then I tried to do
the same with a tiled mesh and rendering was much much faster but it took ages
to parse (and the result was less subtle).
Remco
http://www.xs4all.nl/~remcodek/
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