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On Thu, 24 Apr 2003 16:29:08 EDT, "Matti Karnaattu" <nomail@nomail>
wrote:
>Even that automatic bounding create perfect bounding box it should be still
>possible to optimize complex object rendering by splitting complex object
>to several unions. How can I calculate how many unions to split complex
>object?
With complex CSG, try bounding differences, as well as intersections
with infinite objects (most often planes). Then specify -ur on the
command line.
You can build your own bounding tree but POV will do it better *if* it
has the bounding box info. So it's best to just bound the unboundable
and specify -ur (do not remove user bounds).
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vipbg
TAG e-mail : pet### [at] tagpovrayorg
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