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Christopher James Huff <chr### [at] mac com> wrote:
> I haven't really been following this conversation, so I might be missing
> something, but wouldn't this be a better way?
> #macro RayIntersectsTriangle(pRay, vRay, pA, pB, pC)
> #local iNorm = < 0, 0, 0>;
> #local tmpTri = triangle {pA, pB, pC}
> #local Scrap = trace(tmpTri, pRay, vRay, iNorm);
> (iNorm.x != 0 | iNorm.y != 0 | iNorm.z != 0)
> #end
The whole idea was to code that trace() function in C++.
Even though POV-Ray has a trace() function, C++ doesn't. :P
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
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