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On 20 Sep 1999 11:15:00 -0400, Nieminen Juha wrote:
>Ron Parker <par### [at] fwi com> wrote:
>: By taking the dot product of each of the six bounding box coordinates
>: with the ray direction. If they're all further away, then the object
>: must be.
>
> You forget that the bounding box is not necesarily around the object...
>nor it is a box... :)
You forget that if it's not around the object, it shouldn't matter to the
ray-intersection routine (obviously in practice it works in such a way that
vampire objects are possible, but that's a side-effect that could easily
disappear with better optimization.) And rest assured that finite objects
have bounding boxes whether or not such boxes are specified in the script;
that's how the min_extent and max_extent keywords in the superpatch work.
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