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On Fri, 09 Nov 2001 12:00:12 +0100, "Thorsten Froehlich" <tho### [at] trf de>
wrote:
>In article <qf8nut4o6ahanjc7s6jc8kqnub2735js8p@4ax.com> , Wlodzimierz ABX
>Skiba <abx### [at] babilon org> wrote:
>
> Do the reverse: Have an array keep your matrix components and use a macro
> to turn it into a transform block when needed.
Yes. That is solution however not in my case IMO. Imagine complicated CSG (I
work on gilles tree macro). This CSG is ready. I want to do as less as possible
to convert this CSG to mesh or mesh2. I builded set of macros to generate meshes
from primitives. Then I wan't write it to file. Since I write only vertices it
is easy becouse they are transformed. But how can I write textures after
transformation? I can do it your way but it will be slower to parse and need
more ingerention sources.
ABX
--
#declare _=function(a,b,x){((a^2)+(b^2))^.5-x}#default {pigment{color rgb 1}}
union{plane{y,-3}plane{-x,-3}finish{reflection 1 ambient 0}}isosurface{ //ABX
function{_(x-2,y,1)|_((x+y)*.7,z,.1)|_((x+y+2)*.7,z,.1)|_(x/2+y*.8+1.5,z,.1)}
contained_by{box{<0,-3,-.1>,<3,0,.1>}}translate z*15finish{ambient 1}}//POV35
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