|
|
On Thu, 31 Jan 2002 22:08:05 +0100, Christoph Hormann wrote:
>
>
> Ron Parker wrote:
>>
>> Oh, sure, we tell you and then you tell someone else and pretty soon
>> everyone has an extra hardcore point.
>>
>> It's because (at least in 3.1) All_Mesh_Intersections doesn't actually
>> return all of the intersections; it just returns the closest one.
>
> I only know one reason: There is no 'inside' and 'outside' in a mesh.
> This is perfectly sufficient. The problem with this questions is that you
> can answer it on different levels, the logical and the programming level,
> of course in the latter you can easily find several reasons.
Nope, those two are the only ones I know. The 'inside' vs. 'outside' thing
is basically programming, too, in the case of meshes where such is defined,
so I don't see the same dichotomy you do here.
--
plane{-z,-3normal{crackle scale.2#local a=5;#while(a)warp{repeat x flip x}rotate
z*60#local a=a-1;#end translate-9*x}pigment{rgb 1}}light_source{-9red 1rotate 60
*z}light_source{-9rgb y rotate-z*60}light_source{9-z*18rgb z}text{ttf"arial.ttf"
"RP".01,0translate-<.6,.4,.02>pigment{bozo}}light_source{-z*3rgb-.2}//Ron Parker
Post a reply to this message
|
|