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Ian Shumsky <ian### [at] outerarmdemoncouk> wrote:
> char x[64];
> char y[64];
> char z[64];
> vertex vlist[10000];
Buffer overflow warning lights just exploded. ;)
(This also limits the number of vertices to 10000. Why? In practical meshes
there can be hundreds of thousands of vertex points.)
> int vmatch (vertex temp_vertex)
> {
> int i;
> for (i = 0; i < vindex; i++)
> {
> if ((strcmp (vlist[i].x, temp_vertex.x) == 0) &&
> (strcmp (vlist[i].y, temp_vertex.y) == 0) &&
> (strcmp (vlist[i].z, temp_vertex.z) == 0))
> {
> return i;
> }
> }
> return -1;
> }
No offence, but that's one of the slowest way of doing it.
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
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