POV-Ray : Newsgroups : povray.advanced-users : Polygon planarity tolerance : Re: Polygon planarity tolerance Server Time
29 Jul 2024 10:30:27 EDT (-0400)
  Re: Polygon planarity tolerance  
From: Warp
Date: 29 Dec 2002 13:47:12
Message: <3e0f4330@news.povray.org>
Johannes Dahlstrom <sad### [at] tkukoulufi> wrote:
> What I meant was that there are two ways to interpret your 
> drawing: Either

> A) there is a tilted rectangular quad, or

> B) there is a non-tilted trapezoidal quad. 

  I see.

  Do you have any idea how that drawing should be done so that it doesn't
cause confusion?

> Erm, no. As you can see from the aforementioned images, without perspective 
> correction the two cases have the exactly same artifact, caused by exactly 
> same thing: linear interpolation in texture space. Perspective correction 
> does what it's meant to do: renders the perspective correctly. If it 
> wouldn't, most 3D games would look very very ugly.

  But the artifact which I'm talking about has nothing to do with perspective
correction, and using perspective correction does not affect the artifact
in question: It will still be there regardless of PC.

  There actually exists an algorithm to handle this problem, but I have never
heard that any 3D hardware supports this algorithm. The principle of the
algorithm is to perform a more complicated texture mapping.

-- 
#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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