POV-Ray : Newsgroups : povray.advanced-users : rectangles : Re: rectangles Server Time
30 Jul 2024 02:23:38 EDT (-0400)
  Re: rectangles  
From: Chris Huff
Date: 20 Jun 2000 18:01:32
Message: <chrishuff-65652E.17055220062000@news.povray.org>
In article <394FA557.CE84BDB5@schunter.etc.tu-bs.de>, 
chr### [at] gmxde wrote:

> mesh {
>    triangle{<0.0,0.0,0.0>,<0.0,0.0,1.0>,<1.0,0.0,1.0>}
>    triangle{<0.0,0.0,0.0>,<1.0,0.0,0.0>,<1.0,0.0,1.0>}
> }

> ###################################################################
> -------------------------------------------------------------------
> mesh
> -------------------------------------------------------------------
> Peak memory used:         47840394 bytes
> -------------------------------------------------------------------
> Time For Parse:    0 hours  0 minutes  10.0 seconds (10 seconds)
> Time For Trace:    0 hours  3 minutes   7.0 seconds (187 seconds)
>     Total Time:    0 hours  3 minutes  17.0 seconds (197 seconds) 


Perhaps you should try something like:

#declare Block =
mesh {
   triangle{<0.0,0.0,0.0>,<0.0,0.0,1.0>,<1.0,0.0,1.0>}
   triangle{<0.0,0.0,0.0>,<1.0,0.0,0.0>,<1.0,0.0,1.0>}
}

object {Block}
object {Block}
object {Block}
...

This allows POV to use the same mesh data in separate objects. It may 
not cause much of an efficiency increase here, but in meshes with more 
triangles it can make a big difference.

Also, there is nothing wrong with a box having a thickness of 0, 
although I often prefer to avoid all infinitely thin shapes in my scene. 
This probably wouldn't make any difference in memory or speed, though.

-- 
Christopher James Huff - Personal e-mail: chr### [at] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://chrishuff.dhs.org/
TAG Web page: http://tag.povray.org/


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