POV-Ray : Newsgroups : povray.binaries.images : Mesh2-based sphere sweep replacement : Re: Mesh2-based sphere sweep replacement Server Time
14 Aug 2024 03:19:29 EDT (-0400)
  Re: Mesh2-based sphere sweep replacement  
From: Shay
Date: 23 Dec 2002 10:49:59
Message: <3e0730a7$1@news.povray.org>
"Greg M. Johnson" <gregj:-)56590@ao:-)l.com> wrote in message
news:3e04b7dc$1@news.povray.org...
> The cross section will always be a "disk" perpendicular to the path of the
> spline-- I think this is what you observed.
>

It appears that this is not the case, but I guess it's just an optical
illusion.


> It is possible to get rid of the truncated look by simply choosing a finer
> triangle size.  Were you simply pointing out the truncated look, or is
there
> a real benefit to adding surface normals?
>

The benefit is that an almost identical picture could be made with only
about ten rows of triangles. Your method of using tiny, pixel-sized
triangles to achieve smoothness will slow down the render and not allow
giant sweeps due to lack of memory.


 -Shay


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