POV-Ray : Newsgroups : povray.advanced-users : Polygon planarity tolerance Server Time
29 Jul 2024 10:24:00 EDT (-0400)
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From: Warp
Subject: Re: Polygon planarity tolerance
Date: 31 Dec 2002 20:07:48
Message: <3e123f64@news.povray.org>
Johannes Dahlstrom <sad### [at] tkukoulufi> wrote:
> You could put some evenly-spaced horizontal lines to the texture - they 
> would make a difference between the two cases: In the case B the mapping 
> wouldn't change their mutual distances, whereas in the case A it obviously 
> would (the lines "farther away" would be closer to each other).

  What are the cases A and B you are talking about?

-- 
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -


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From: Johannes Dahlstrom
Subject: Re: Polygon planarity tolerance
Date: 31 Dec 2002 20:16:29
Message: <3e12416d@news.povray.org>
Warp wrote:

>   What are the cases A and B you are talking about?
> 

I was referring (a bit unclearly) to my previous message - case B is what 
you want, ie. the trapezoidal, non-tilted quad, and case A is the one with 
perspective.


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