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What's wrong with this code?
prism {
#local v3 = vrotate(<0, 2.91>, y*3.5);
#local v4 = vrotate(<0, 3.03>, y*3.5);
linear_sweep
linear_spline
0,
0.6,
4,
<0, 2.91>, <0, 3.03>, <v4.x, v4.z>, <v3.x, v3.z> pigment { Green
}
}
It should get me a quadrilateral which is somewhat keystone-shaped. I'm
getting nothing, but it the rendering slows down perceptibly at the spot
where I should see something. (I had had a torus passing through the
middle of it (its major radius 2.97), which I left out here. Also left
out camera & lighting for expediency.
Thanks!
Mark
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> #local v3 = vrotate(<0, 2.91>, y*3.5);
> #local v4 = vrotate(<0, 3.03>, y*3.5);
This is the same as
> #local v3 = vrotate(<0, 2.91,0>, y*3.5);
> #local v4 = vrotate(<0, 3.03,0>, y*3.5);
and both the X and Z of the resulting vectors are zero.
what you meant to do was
> #local v3 = vrotate(<0, 0, 2.91>, y*3.5);
> #local v4 = vrotate(<0, 0, 3.03>, y*3.5);
- Slime
[ http://www.slimeland.com/ ]
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Slime wrote:
>
> > #local v3 = vrotate(<0, 2.91>, y*3.5);
> > #local v4 = vrotate(<0, 3.03>, y*3.5);
>
> This is the same as
>
> > #local v3 = vrotate(<0, 2.91,0>, y*3.5);
> > #local v4 = vrotate(<0, 3.03,0>, y*3.5);
>
> and both the X and Z of the resulting vectors are zero.
>
> what you meant to do was
>
> > #local v3 = vrotate(<0, 0, 2.91>, y*3.5);
> > #local v4 = vrotate(<0, 0, 3.03>, y*3.5);
>
> - Slime
> [ http://www.slimeland.com/ ]
--Mark
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