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"muyu" <lsy### [at] gmail com> wrote:
> Thanks for your answer. Your work on the trace macro is very interesting!
> However, I did not know how to do that for all the pixels and output the
> coordinates information. Could you please provide a small code example?
> (Sorry for this greedy request.) Thanks again.
I'll see what I can work out.
I can't recall where we all left off with this, so I'll have to pick through it
again. It's good practice anyway ;)
The thing you want to do is look at the macro call.
pos_finder (SURFACE, CL, LA, Angle, screen_x_position, screen_y_position, 1.0)
SURFACE is the collection of abjects in the scene
CL - camera location
LA - look at
Angle - camera angle
screen_x_position
screen_y_position
1.0 - no idea what this is at the moment. :D
So basically the idea is to just plop that into a nested x-y loop, and have it
spit out the location vector of where the trace() ray intersects the scene
objects. Probably the best way if to write it to a file.
I think I had some free time when I was helping to work this out, but less so
now, so it may take a while.
But I'd say that the end goal would be to package it all up into a macro that
will scan the whole view frustum and output the visible surface vectors to a
file.
Might be fun to have the option to write the pigment data to file as well with
eval_pigment, and then reconstruct the scene with pixel-sized boxes or spheres.
:)
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