POV-Ray : Newsgroups : povray.beta-test : Heightfield bug (most probably an inverted normals problem) : Re: More info (Was: Heightfield bug (most probably an inverted normals problem)) Server Time
25 May 2024 07:09:11 EDT (-0400)
  Re: More info (Was: Heightfield bug (most probably an inverted normals problem))  
From: Christopher James Huff
Date: 24 Jan 2002 23:36:29
Message: <chrishuff-B76379.23374724012002@netplex.aussie.org>
In article <3C501EB7.263F96C0@atosorigin.com>,


> In 3.1 code, the short answer is NO, at least for mesh, 
> because the mesh code is free to reorder the vertices of any single 
> triangle.(*)
> So even if you carefully generate all your triangles with a +side and -side, 
> once in the mesh structure it might be impossible to get back to the original
> order. It's often simpler to use a smooth_triangle which allow to explicitely
> specify a normal for each vertex (but take more memory, of course).

Not true. The mesh stores the vertex *vectors* separately, the triangles 
then refer to that list. The triangles still know what order the 
vertices are in.

Proof? Use interior_texture on a mesh. The height-field macros make good 
examples...

-- 
 -- 
Christopher James Huff <chr### [at] maccom>


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.