> So, I'm thinking that for your mesh, you would have a set of vertices - so why
> not treat those as a point cloud?
> Then you could have a tool to just find the minimum Euclidian distance between
> the camera and all of the points in the cloud. I ... feel ... there's some way
> to optimize that so you don't have to check every single point. (?)
In my case I already have a mesh. I'm the case of a simple mesh object there is
a straightforward way of computing minimum distance, but it would be slow unless
you do some fancy preprocessing to partition the vertices/faces.
Either way, in the case of an arbitrary object defined in SDL, I have not
figured out if there is a way in C++ to be able to go "hey, this is a mesh!" and
then get access to the underlying data.
> Finally, It would be great if you could provide a few posts detailing your
> thought processes and some of the pertinent details about how to go about
> writing on'es own function and getting POV-Ray to recognize and use it as a
> built-in function. That would greatly help anyone who has enough programming
> experience to do so, but doesn't have the time to invest in tracking down all of
> the details on the learning curve of doing that for POV-Ray - it's not like any
> of that is really documented anywhere, and Dr. Orf's explanation, although good,
> seemed like it was brief and geared to people who might already know how to do
Yeah, a "developer's guide to patching povray" would be great. 😁
I could possible post some details about how to add keywords and get them
processed, but it would only really be useful to folks that have a compiler and
know how to use it.
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