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In article <4040e22a$1@news.povray.org>,
Jim Charter <jrc### [at] msncom> wrote:
> Thankyou Christopher. That makes sense. I think. By normals you are
> refering to the normals of the triangles in the mesh.
No, I'm talking about texture normals. You have four triangles, so a ray
could intersect with four surfaces. If those surfaces have a non-solid
texture and have a warp (including any transformation), the code will do
up to four normal warps. More complex textures (for example, one with a
texture_map) will need to do more. I'm not really sure why the code was
written the way it was...but the nesting is from the point of view of a
ray progressing into the scene, not a nesting in the scene specification.
--
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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