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"Kenneth" <kdw### [at] gmailcom> wrote:
> (Instead of using an interior_texture, you *could* place a red light_source
> *inside* the mesh object, and the lighting on the bad triangles would show up on
> the outside. I think!)
Very nice insight, Kenneth.
An interesting experiment would be to place 2 light sources of different color
on either side of the mesh.
I also wonder what that would yield if smooth_triangles were rendered, with 1
vertex set "up" or "toward", one perpendicular to the direction / parallel to
the view plane, and one "down" or "away".
- BW
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