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... well, I suspect it is. What's the 'classic' function for a triangle?
Oh, here's mine:
max(abs(x) + (max(y,0)-1), y*-1)
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news:42319136$1@news.povray.org...
> ... well, I suspect it is. What's the 'classic' function for a triangle?
>
> Oh, here's mine:
> max(abs(x) + (max(y,0)-1), y*-1)
>
I have no clue but I hope you don't want to render meshs with isosurface
triangles ;-)
Marc
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"Marc Jacquier" <jac### [at] wanadoofr> wrote in message
news:423191dc$1@news.povray.org...
> I have no clue but I hope you don't want to render meshs with isosurface
> triangles ;-)
Heh - not quite. A 3d version of a child's drawing of a house. Using a iso
means I can get some nice wobbly edges and reuse the function for the
pigment.... and, no, you don't get a prize for guessing which part of the
house I need a triangle for.
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IIRC there's a f_triangle in MegaPOV.
HTH,
Florian
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On Fri, 11 Mar 2005 12:36:15 -0000, "Tom Melly" <pov### [at] tomandlucouk> wrote:
> ... well, I suspect it is. What's the 'classic' function for a triangle?
>
> Oh, here's mine:
> max(abs(x) + (max(y,0)-1), y*-1)
f_triangle written in SDL is available in iso-csg. It can be also hardcoded in
custom builds (MegaPOV) as described at
http://www.abx.art.pl/pov/patches/f_triangle.php
ABX
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On Fri, 11 Mar 2005 13:42:15 +0100, "Marc Jacquier" <jac### [at] wanadoofr>
wrote:
> I hope you don't want to render meshs with isosurface
> triangles ;-)
Use the Source, Luke!
http://news.povray.org/povray.binaries.images/thread/%3Cbq452vgbjar919o5h6p6kccbculd64qdf1%404ax.com%3E/
ABX
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"ABX" <abx### [at] abxartpl> wrote in message
news:mea331tdq9hpical37sjom4p5q7vek9gud@4ax.com...
>
> f_triangle written in SDL is available in iso-csg. It can be also
hardcoded in
> custom builds (MegaPOV) as described at
> http://www.abx.art.pl/pov/patches/f_triangle.php
Hmm, looking at the code in the iso_csg include, maybe my function isn't so
bad after all. I dunno - I just expected there to be a basic right-angle
triangle function of some elegance (like, say, the sphere function). At any
rate, something a little more elegant than my solution.
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ABX wrote:
> Use the Source, Luke!
Ow.
I can't help but think how much more painful that'd've been had Marc's
name actually been Luke instead.
--
Tim Cook
http://home.bellsouth.net/p/PWP-empyrean
-----BEGIN GEEK CODE BLOCK-----
Version: 3.12
GFA dpu- s: a?-- C++(++++) U P? L E--- W++(+++)>$
N++ o? K- w(+) O? M-(--) V? PS+(+++) PE(--) Y(--)
PGP-(--) t* 5++>+++++ X+ R* tv+ b++(+++) DI
D++(---) G(++) e*>++ h+ !r--- !y--
------END GEEK CODE BLOCK------
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news:k5b3315gnbpuqroccki3mpo14ial5psl8n@4ax.com...
> On Fri, 11 Mar 2005 13:42:15 +0100, "Marc Jacquier"
<jac### [at] wanadoofr>
> wrote:
> > I hope you don't want to render meshs with isosurface
> > triangles ;-)
>
> Use the Source, Luke!
>
>
http://news.povray.org/povray.binaries.images/thread/%3Cbq452vgbjar919o5h6p6kccbculd64qdf1%404ax.com%3E/
>
> ABX
D'OH!
OK I agree it can be usefull (though your teapot won't pour ;-)
Marc
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