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On Tue, 25 Apr 2000 11:06:46 -0500, Chris Huff wrote:
>In article <3905aa7f@news.povray.org>, Warp <war### [at] tag povray org>
>wrote:
>
>> There's another problem. What about this:
>>
>> box
>> { <1,2,3>, <4,5,6>
>> rotate x*30
>> texture { Whatever }
>> rotate y*45
>> }
>>
>> What will be the transformation got out of that?
>
>transform {rotate x*30 rotate y*45}
>There is only one transform struct per object, all transforms are added
>into it. The transform struct contains two matrices, this is what made
>implementing "inverse" so easy.
Trick question: what's the transform matrix for the sphere in
sphere {
0, 2
translate <1,0,1>
scale 2
}
--
Ron Parker http://www2.fwi.com/~parkerr/traces.html
These are my opinions. I do NOT speak for the POV-Team.
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