POV-Ray : Newsgroups : povray.advanced-users : matrix extraction from transformation : Re: matrix extraction from transformation Server Time
29 Jul 2024 16:20:39 EDT (-0400)
  Re: matrix extraction from transformation  
From:
Date: 9 Nov 2001 06:13:27
Message: <lvdnutobd5r1l07jspqdh7dgo7h8gfvdhi@4ax.com>
On Fri, 09 Nov 2001 12:00:12 +0100, "Thorsten Froehlich" <tho### [at] trfde>
wrote:

>In article <qf8nut4o6ahanjc7s6jc8kqnub2735js8p@4ax.com> , Wlodzimierz ABX 
>Skiba <abx### [at] babilonorg>  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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