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"Jaap Frank" <jjf### [at] xs4allnl> wrote in message
news:3f0b1343$1@news.povray.org...
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| I'm afraid this isn't correct for meshes too.
I'm not making this up.
Cut and paste this code:
camera {location <0,0,-5> look_at <0,0,0>}
#local P1a = <-2,0,0>;
#local P2a = <0,0,0>;
#local P3a = <-1,1,0>;
#local P1b = P1a+<2,0,0>;
#local P2b = P2a+<2,0,0>;
#local P3b = P3a+<2,0,0>;
#local OuTex = texture{pigment{rgb <1,0,0>}finish{ambient 1}}
#local InTex = texture{pigment{rgb <0,1,0>}finish{ambient 1}}
union { // ignores point order
triangle {P1a, P2a, P3a}
triangle {P1b, P3b, P2b}
texture{OuTex} interior_texture{InTex}
translate <0,1,0>
}
mesh { // uses point order
triangle {P1a, P2a, P3a}
triangle {P1b, P3b, P2b}
texture{OuTex} interior_texture{InTex}
translate <0,-1,0>
}
-Shay
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