POV-Ray : Newsgroups : povray.binaries.images : POVGUI Final Server Time
17 Aug 2024 08:17:26 EDT (-0400)
  POVGUI Final (Message 1 to 3 of 3)  
From: Dave Dunn
Subject: POVGUI Final
Date: 11 Oct 2001 18:16:06
Message: <3BC61A2E.3481D8AF@aol.com>
What the heck. Thought I'd add the final render view for comparison...

[Image]


Post a reply to this message


Attachments:
Download 'guirend15.jpg' (101 KB)

Preview of image 'guirend15.jpg'
guirend15.jpg


 

From: Rick [Kitty5]
Subject: Re: POVGUI Final
Date: 11 Oct 2001 18:54:51
Message: <3bc6233b$1@news.povray.org>
> What the heck. Thought I'd add the final render view for comparison...

how does it handle csg?


--
Rick

Kitty5 WebDesign - http://Kitty5.com
POV-Ray News & Resources - http://Povray.co.uk
TEL : +44 (01270) 501101 - FAX : +44 (01270) 251105 - ICQ : 15776037

PGP Public Key
http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA


Post a reply to this message

From: Dave Dunn
Subject: Re: POVGUI Final
Date: 11 Oct 2001 19:31:18
Message: <3BC62BD3.D847DA7F@aol.com>
"Rick [Kitty5]" wrote:

> how does it handle csg?

It, um, uh ... cheats. Unions, obviously, are okay. As for difference and
intersection, there is a "ghost object" inside each wireframe (a copy of the
actual object with a Clear pigment, no_shadow and a diffuse value of 0). The
ghost object will cut the wires from the wireframe objects, but will not
"heal them over" as in a real GUI modeler. The way to do CSG is to call the
macros inside object blocks and then use them in CSG as you would any other
object. The render view calls actual POV objects and they, of course,
evaluate as expected.


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.