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In article <3d23afbc@news.povray.org>, Warp <war### [at] tag povray org>
wrote:
> Christopher James Huff <chr### [at] mac com> wrote:
> > I haven't really been following this conversation, so I might be missing
> > something, but wouldn't this be a better way?
>
> > #macro RayIntersectsTriangle(pRay, vRay, pA, pB, pC)
> > #local iNorm = < 0, 0, 0>;
> > #local tmpTri = triangle {pA, pB, pC}
> > #local Scrap = trace(tmpTri, pRay, vRay, iNorm);
> > (iNorm.x != 0 | iNorm.y != 0 | iNorm.z != 0)
> > #end
>
> The whole idea was to code that trace() function in C++.
Ah...maybe these links would be of help:
http://www.2tothex.com/raytracing/
http://www.faqs.org/faqs/graphics/algorithms-faq/
http://www.cfxweb.net/files/Sources/Effects/Raytrace/
http://www.3dspot.com/raytracing.html
--
Christopher James Huff <chr### [at] mac com>
POV-Ray TAG e-mail: chr### [at] tag povray org
TAG web site: http://tag.povray.org/
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