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On Thu, 14 Mar 2002 09:40:37 -0600, Christopher James Huff
<chr### [at] maccom> wrote:
>Try unevenly scaling a sphere. A vector from the center to a point on
>the surface (the normal of an unscaled sphere) goes one way, but the
>normal goes the opposite direction. And how about shearing a box? You
>will end up slanting the normal of the sides which don't change
>orientation.
Well, what I do is inverse-transform the point of intersection
(accounting for translation) so that it is in the object's own
coordinate sphere, then use a simple formula to determine the normal
of a unit object, then transform that normal back to global space
(ignoring translation, of course). This works. And of course it might
just turn out that I am doing what you're doing, only slower <g>. I
need to explore this better.
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG e-mail : pet### [at] tagpovrayorg
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