>Don't bother. Internally, POV-Ray splits all of the unions, and then does
>exactly what you're describing using its *own* algorithm, which produces a
>much more efficient bounding box "tree" than you or I could by hand.
Thanks. How about meshes? I'm now working with mesh generation macro which
greate large meshes. I think that POV-Ray sets every mesh own bounding box
so splitting meshes greates more bounding boxes and optimization is
possible. How can I greate optimal mesh groups?
Matti
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