POV-Ray : Newsgroups : povray.advanced-users : Polygon planarity tolerance : Re: Polygon planarity tolerance Server Time
29 Jul 2024 04:21:27 EDT (-0400)
  Re: Polygon planarity tolerance  
From: Christopher James Huff
Date: 22 Dec 2002 13:50:58
Message: <chrishuff-28748E.13455922122002@netplex.aussie.org>
In article <3e05ff43$1@news.povray.org>, "Tek" <tek### [at] evilsuperbraincom> 
wrote:

> Besides, surely triangles render faster because pov has good mesh 
> optimisations?

Being well-optimized does not mean faster than everything else. The mesh 
optimizations are a huge benefit for large meshes, for very small ones 
they are mainly overhead, a simple union of triangles can be faster 
(though using "hierarchy off" could make the mesh faster again). For a 
polygon, the polygon primitive is the best primitive.

If the problem is just that numeric errors cause the points to be 
non-coplanar, it would probably be best to just project them to the 
right plane in POV. If a non-planar polygon is desired, the polygon 
object is just the wrong primitive.

-- 
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/


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