|  |  | > "JC (Exether)" <no### [at] spam fr> wrote
>> I'm not quite sure what you want to do,
Alf Peake wrote:
> Basicly, making a polyhedron with thick faces. Well, OK, a buckyball.
Why not just define a solid model (centred at the origin) and subtract a 
smaller from a bigger?
Hm, my http://www.ogre.nu/source/platon.inc has most of what you'd need 
for that;
#declare Soccer = intersection {
	#declare i=0;
	#while (i<6)
		plane { SixAxes[i], RP }
		plane { -SixAxes[i], RP }
		#declare i = i+1;
	#end//while
	#declare i=0;
	#while (i<10)
		plane { TenAxes[i], RH }
		plane { -TenAxes[i], RH }
		#declare i = i+1;
	#end//while
	}
difference { object {Soccer} object {Soccer scale 0.95} }
...I just don't know the appropriate ratio between RP and RH
(though I suppose I could derive it).
...On another hand, this sort of transform may be just what I'd need for 
an idea that has kicked around in back of my mind: a gothic Fuller dome.
-- 
Anton Sherwood, http://www.ogre.nu/ Post a reply to this message
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