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I concede.
--
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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On Sun, 19 Nov 2000 22:33:16 -0800, Ken wrote:
>I concede.
No concession necessary; this isn't off-topic. :) (which I unsubscribed from
yesterday morning. Amazingly, now I have time to do useful things with my
life.)
Anyway, I'll do some digging and see if I can't find a way to find or
approximate a parallel to a quadratic curve. I still think it'd be a great
idea. But don't expect anything 'til after 3.5, at the earliest.
--
Ron Parker http://www2.fwi.com/~parkerr/traces.html
My opinions. Mine. Not anyone else's.
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Ron Parker <ron### [at] povrayorg> wrote:
: Maybe I knew something then that I don't know now.
Or perhaps you now know something you didn't know then? :)
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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On 20 Nov 2000 05:45:24 -0500, Warp wrote:
>Ron Parker <ron### [at] povrayorg> wrote:
>: Maybe I knew something then that I don't know now.
>
> Or perhaps you now know something you didn't know then? :)
That would be nice, but somehow I doubt it.
--
Ron Parker http://www2.fwi.com/~parkerr/traces.html
My opinions. Mine. Not anyone else's.
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Ron Parker <ron### [at] povrayorg> wrote:
: That would be nice, but somehow I doubt it.
The more you learn, the more you forget... :)
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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Ron Parker wrote:
>
> Mathematically, it's impossible to do in a general way. Specifically, you
> can't create a curve that's parallel to an arbitrary cubic or quadratic curve.
> Since POV uses curves rather than decomposing them into lines (as elefont does)
> it can't be done without making some major (and ugly) changes in the way TTF
> objects work.
>
That sounds reasonable although i'm not so much into those curves ...
BTW, you could do a rounded text object with proximity pattern and an
isosurface (very slow), maybe some kind of proximity calculation could
also help for the parallel curve.
Otherwise i could think of non uniform scaling of the curve depending on
it's curvature (i don't really know if that makes sense, just an intuitive
idea)
Christoph
--
Christoph Hormann <chr### [at] gmxde>
Homepage: http://www.schunter.etc.tu-bs.de/~chris/
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Would it be possible to extract the glyph data into an array, so it can be
used in a lathe object, sphere_sweep or in Chris' spline macros?
Ingo
--
Photography: http://members.home.nl/ingoogni/
Pov-Ray : http://members.home.nl/seed7/
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In article <3A193B04.66305B6B@schunter.etc.tu-bs.de>,
chr### [at] gmxde wrote:
> BTW, you could do a rounded text object with proximity pattern and an
> isosurface (very slow),
Extremely slow...
> Otherwise i could think of non uniform scaling of the curve depending
> on it's curvature (i don't really know if that makes sense, just an
> intuitive idea)
Creating another spline by pushing the control points "inward" might
work for most cases...which leads to an interesting idea: the ability to
interpolate between shapes, having the points at one end of the prism be
different from the points at the other end. Probably extremely difficult
or impossible with the way things are done now...maybe it would be worth
it to allow the prism and text shapes to be reduced to triangle meshes.
This would allow rounding, bevelling, interpolating between splines, and
even things like extruding along a path. I'm not sure how this would be
worked into the current syntax...maybe just have the direct-calculation
method be unavailable when these advanced features are used, or maybe
add a completely new "extrusion" object.
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
<><
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On 20 Nov 2000 00:43:24 -0500, ron### [at] povrayorg (Ron Parker)
wrote:
>Mathematically, it's impossible to do in a general way. Specifically, you
>can't create a curve that's parallel to an arbitrary cubic or quadratic curve.
Hmm... CorelDraw! seems to do it in one way or the other. The result
is a non-tesselated curve. How come?
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] usanet
TAG e-mail : pet### [at] tagpovrayorg
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On Wed, 22 Nov 2000 12:44:35 +0200, Peter Popov wrote:
>On 20 Nov 2000 00:43:24 -0500, ron### [at] povrayorg (Ron Parker)
>wrote:
>
>>Mathematically, it's impossible to do in a general way. Specifically, you
>>can't create a curve that's parallel to an arbitrary cubic or quadratic curve.
>
>Hmm... CorelDraw! seems to do it in one way or the other. The result
>is a non-tesselated curve. How come?
Good question. I do know it's possible to approximate a parallel to
an arbitrary cubic with piecewise cubics; I have a reference to a paper
on that around here somewhere. My source for the statement that you can't
do it with arbitrary cubics is the c.g.algorithms FAQ; I can't support my
statement for quadratics.
From the FAQ:
Subject 4.01: How do I generate a Bezier curve that is parallel to another
Bezier?
You can't. The only case where this is possible is when the
Bezier can be represented by a straight line. And then the
parallel 'Bezier' can also be represented by a straight line.
The situation is different for the broader class of rational
Bezier curves. For example, these can represent circular arcs,
and a parallel offset is just a concentric circular arc, also
representable as a rational Bezier.
--
Ron Parker http://www2.fwi.com/~parkerr/traces.html
My opinions. Mine. Not anyone else's.
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