POV-Ray : Newsgroups : povray.general : Applying finish to mesh2 : Re: Applying finish to mesh2 Server Time
2 Nov 2024 13:18:44 EDT (-0400)
  Re: Applying finish to mesh2  
From: Eamon Caddigan
Date: 20 Feb 2004 19:06:14
Message: <slrnc3d87m.d0o.ecaddiga@cardiff.ks.uiuc.edu>
Gilles Tran <tra### [at] inapginrafr> wrote:

> news:slr### [at] cardiffksuiucedu...
>> I have a mesh2 object and I'm already using different textures
>> (pigments, mostly) at the verticies. Now I'd like to apply a new texture
>> (a finish) to the entire mesh object, but can't figure out how to do it.
>>
>> I'd rather not include the same finish in the texture block for each
>> vertex, as this file is already pretty large (>200 MB).
> 
> There's something I'm not sure I understand... It seems that you have one
> texture for each vertex, which seems to defeat the idea of having a compact
> format like mesh2 in the first place.
> Usually, the textures in a mesh2 object are neatly packed in the
> texture_list{} part and all you have to do is to declare them externally
> before the mesh is loaded.
> #declare T1=..
> #declare T2=..
> and then mesh2{... texture_list{4, texture{T1}texure{T2}...} ...}

I should confess that I'm writing code to export POV scenes from another
program. I plan to specify /only/ the uniqe textures used for the object
in the texture list soon, but for now I'm just trying to get things to
work. 

On a related note, is it possible to create vertex-shaded triangles
outside of mesh objects? smooth_triangle only accepts a single color for
the entire triangle.

-Eamon


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