POV-Ray : Newsgroups : povray.general : mesh2 syntax clarification : Re: mesh2 syntax clarification Server Time
26 Feb 2024 18:43:39 EST (-0500)
  Re: mesh2 syntax clarification  
From: Chris R
Date: 12 Dec 2022 10:20:00
Message: <web.63974683855140c49a2b94cc5cc1b6e@news.povray.org>
"Bald Eagle" <cre### [at] netscapenet> wrote:
> "Bald Eagle" <cre### [at] netscapenet> wrote:
> > I'm sure there's still lots more to learn if I get around to testing any of this
> > on a more complicated mesh like the bunny, buddha, dragon, etc.
> So I fiddled with the bunny - I had forgotten what a small scale that thing is.
> I basically made an array of the vertices, another array of the indexes, and
> then a final array describing the actual triangles, pretty much undoing the
> mesh2.
> Only a few normals were pointing outward, which means that somehow almost all of
> my normals are reversed.  So one character later (-) I was able to render the
> bunny with almost all of the normals facing outward.
> I guess there's a way to do a breadth first search and correct the normals that
> don't point in the same direction as all the others.
> I might try adding an interior_texture to the triangles next to see what
> happens.
> But I'm super pleased that I made it this far, not fully understanding how
> everything works with respect to calculating the determinant of the
> cross-product vectors.
> Enjoy.

When I was growing up there was a bath toy shaped like various animals, made of
some sort of soap that once it got wet and you let it dry, it would form a fuzzy
surface.  Your bunny with all of his normals exposed like that reminded me of

-- Chris R.

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