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Tim Nikias v2.0 wrote:
>That's floating point precision, not a bug,
>but a well-known issue. Same thing happens
>to bicubic-patches (though I think with those
>it only happens when they are too small) and
>if I'm not mistaken some other objects which
>make heavy use of floating point operations.
>
>Just scale the objects to a working size, which
>is the only functioning workaround I know of.
>
>Regards,
>Tim
Uh, ok, but could you tell me precisely where to put the scale on a blob
object, because that example doesn't work fine :)
blob { threshold 0.1
sphere { < 1001.000000 , 301.000000 , -1.000000 > , 50.100000 , 1.0
texture { pigment { rgbft < 1.000000, 0.050000, 0.000000, 0.5, 0.1 > } }
finish { phong 1 } }
sphere { < 1173.000000 , 101.000000 , -101.000000 > , 0.100000 , 1.0
texture { pigment { rgbft < 0.990000, 0.000000, 1.000000, 0.5, 0.1 > } }
finish { phong 1 } }
sphere { < 1173.000000 , 1.000000 , -1.000000 > , 49.900000 , 1.0
texture { pigment { rgbft < 1.000000, 0.010000, 0.000000, 0.5, 0.1 > } }
finish { phong 1 } }
sphere { < 1001.000000 , 101.000000 , -1.000000 > , 50.000000 , 1.0
texture { pigment { rgbft < 1.000000, 0.060000, 0.000000, 0.5, 0.1 > } }
finish { phong 1 } }
sphere { < 1345.000000 , 101.000000 , -1.000000 > , 49.800000 , 1.0
texture { pigment { rgbft < 1.000000, 0.020000, 0.000000, 0.5, 0.1 > } }
finish { phong 1 } }
sphere { < 1173.000000 , 401.000000 , -1.000000 > , 49.600000 , 1.0
texture { pigment { rgbft < 1.000000, 0.040000, 0.000000, 0.5, 0.1 > } }
finish { phong 1 } }
sphere { < 1345.000000 , 301.000000 , -1.000000 > , 49.700000 , 1.0
texture { pigment { rgbft < 1.000000, 0.030000, 0.000000, 0.5, 0.1 > } }
finish { phong 1 } }
scale 10
}
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