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Wasn't it tune who wrote:
>
>I did not tell you all about my .pov file (that you can find below in this
>post). Actually, all triangles where eclosed in a mesh. Texture does not
>work, both inside "triangle" and outside it, inside "mesh".
>What do you mean when you say "or individually in a special way"? Maybe 2D
>objects can be filled in with colours otherwise than by "textures"? This
>wuold be the crucial point.
Putting the texture statement in either of those positions works. Here's
a version with the camera and light source moved around a bit so that
you can see the colours better.
I've applied Material_0002 to the whole mesh, so any triangle that
doesn't have its own texture becomes red, and I've applied Material_0001
to the first triangle, so it is white.
#include "colors.inc"
global_settings { assumed_gamma 2.2 }
camera {
location <50, 22, 0>
look_at <0, 22, 0>
angle 20
}
background { color rgb < 0,0.5,0.7 > }
#declare Material_0001 = texture {
pigment { color White }
}
#declare Material_0002 = texture {
pigment { color Red }
}
mesh {
triangle {
< 0., 23.0799999, 0.>, < 0., 1., 1.>, < 1., 22.7399998, 1.>
texture { Material_0001 }
}
triangle {
< 0., 26.6399994, 1.>, < 0., 2., 2.>, < 1., 22.9400005, 2.>
}
texture { Material_0002 }
}
light_source {<50, 23, 0> color rgb 2}
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