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On 10 Jul 2002 17:52:36 -0400, Ron Parker wrote:
> other triangles that abut V (put all the other vertices W0..Wn of all the
> other triangles in a pile, pick the closest one of those and call it W. Now,
> you've narrowed it down to two triangles. Whichever of those has the closest
> third vertex is your triangle.) If the dot-product of that triangle's normal
Ron, you ignorant git, you got it all wrong. The closest triangle is harder
to find than that; you have to scale all the vectors W0-Wn so they fall on a
unit (hemi)sphere centered on V first, then do the above.
--
#macro R(L P)sphere{L __}cylinder{L P __}#end#macro P(_1)union{R(z+_ z)R(-z _-z)
R(_-z*3_+z)torus{1__ clipped_by{plane{_ 0}}}translate z+_1}#end#macro S(_)9-(_1-
_)*(_1-_)#end#macro Z(_1 _ __)union{P(_)P(-_)R(y-z-1_)translate.1*_1-y*8pigment{
rgb<S(7)S(5)S(3)>}}#if(_1)Z(_1-__,_,__)#end#end Z(10x*-2,.2)camera{rotate x*90}
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