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On Wed, 17 Mar 2004 09:48:38 +0100, Christoph Hormann
<chr### [at] gmxde> wrote:
>This part of the statistics should be pretty self-explanatory if you
>know how a raytracer works. It tells you how many intersection tests
>are done for each type of shape and how many of them hit the object.
>Therefore a 'simple higher percentage = better' is of course not true
>but a very low percentage indicates problems. You are horribly
>inefficient with the triangles, the reason probably being you did not
>use a mesh (no mesh is listed in your statistics).
Ack, I screwed up. I added my triangles into a union of other objects
rather than first using a mesh. Blush.
Now, please be patient with me, Christoph, but I'm still not sure I
understand your above explanation. If the statistics are informing me
of how many intersections tests were performed, and of those how many
hit my object... then why *doesn't* that mean 'higher percentage =
better'? If 100 tests are performed inside a given bounding box, and
the bounding box perfectly matched my object in size and shape...
shouldn't I get a hit percentage of 100%?
You mention that low percentages indicate potential problems. Er, how
low is 'too low'? I realize there isn't a simple answer to this, but
is there a broad rule-of-thumb I could use to help me start paying
better attention?
- How
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