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In article <3a6746fe@news.povray.org>, "Rune" <run### [at] iname com>
wrote:
> "Wlodzimierz ABX Skiba" wrote:
> > I plan to mix [the deform patch] with tessalation patch
> > and allow one directional deformations for meshes and
> > bidirectional for other objects
>
> That's interesting. The mesh deformation would be handled in a
> *completely* different way than for other objects, right?
I think he is talking about a different deformation method that will
work for all objects, but work by first converting them to a mesh.
> Also, my macro gives the user full control over the deformation. How
> would the user control the deformation in your patch? (I mean the
> deformations for meshes.)
Similar to the way patterns and warps are done: a set of predefined
deformations and maybe function-defined deformations. Maybe warps too.
--
Christopher James Huff
Personal: chr### [at] mac com, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tag povray org, http://tag.povray.org/
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