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> I knew this was going to be a debugging nightmare, so I made a nice big Gin &
> Tonic, got out the Italian olive medley, and started fiddling.
If I could, I'd buy them for you )
> I have found out what your problem is, and it's directly related to what MatLab
> exports, and how you're trying to render it in POV-Ray.
>
It was a serious investigation, so I am a little ashamed that my question forced
you to do so much work.
> _I think you can fix this by changing the axes that you're slicing along._
Many thanks ! Now know where to look to fix it. In any case I decided to follow
your suggestion and do all calculations in POV, passing only function or mesh,
described surface, using yours and Tor's code, leaving present implementation as
alternative.
>THIS ONE! THIS ONE! :D
>#declare V = array[4802][9] {
>// VERTEX1 NORMAL1 VERTEX2 NORMAL2 VERTEX3 NORMAL3 COLOR1
COLOR2 COLOR3
Sorry, I missed it, assumed, that macro code is transparent and hence structure
is 'self-explained'.
> I would also suggest that you orient all of you stuff the way POV-Ray does -
> with a left-handed coordinate system, +x to the right, +y as up, and +z going
> into the screen and away from you.
I only want to make it compatible with ML's defaults and render from the same
viewpoint as it does.
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