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In article <3CA3D327.77480C19@scifi-fantasy.com>,
"Timothy R. Cook" <tim### [at] scifi-fantasycom> wrote:
> But the light (if we're talking about a point light) is a known
> single point! It's easy to test if it's on the surface!
POV would have to check that point against the bounding box of every
object in the scene, and then against the surface of any objects it
might be on. This would slow things down noticeably, just to handle what
is really a degenerate case.
And then, the correct thing to do would be to always consider the light
shadowed by the object, otherwise you will get wrong shadows with
objects like a torus, where other parts of the object should cast
shadows from a point just above the surface. Of course, this wouldn't be
very useful...it would just slow things as mentioned above, and replace
user complaints about lights not lighting properly with complaints about
lights not lighting at all.
You could also mess around slightly with the depth values, basically
have POV lie to itself it doesn't "see" intersections that are very
close to the light source. The point is this just isn't necessary...just
don't put your lights on a surface! That situation never occurs in
reality and there is no reason to bother handling it.
--
Christopher James Huff <chr### [at] maccom>
POV-Ray TAG e-mail: chr### [at] tagpovrayorg
TAG web site: http://tag.povray.org/
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