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In lugnet.cad, Tore Eriksson writes:
> Here's a first working version of what I was thinking about:
> http://home.swipnet.se/simlego/ldraw/ldboxer.zip
>
> The *.box files have to be in the P, Parts, Models, or LDraw BaseDirectory.
> The boxes.lst file has to be in the LDraw BaseDirectory.
>
> Will it make life easier for the POV-Ray engine?
> /Tore
Doesn't POVray do this inately? After all, at some point POVray has to
decide which information it will display, and which information it will not
display. Wouldn't it speed up the rendering process even more if all LDraw
models were turned into hollow shells?
Ok, I haven't really experimented very much with omitting polygons from
LDraw models (I said I would in previous posts... but...). But, after all
invisible lines/boxes have been deleted, how many polygons are left over in
comparison to those in, say, Unreal or Quake?
An interesting question that gets me thinking...
Oh, this is actually just becoming a continuation of a thread. I suggested
this in a previous <A
HREF="http://news.lugnet.com/cad/dat/parts/?n=1298">post</A>, and Steve
Bliss gave an intelligent suggestion as an answer in this <A
HREF="http://news.lugnet.com/cad/dev/?n=4787">post</A>.
It seems to me this topic has been well covered before. What has been
accomplished in this area so far, and what are your plans for future usage
and implementation? I could think of a myriad of uses. It could open the
door to areas where processor limitations existed before. And, this doesn't
just center on and around, exclusively, POVray.
I can think of another <A
HREF="http://news.lugnet.com/cad/ray/?n=596">thread</A> that would achieve
similar results in "simplification". Instead of replacing the brick with a
box.dat part, you could replace it with a POVray primitive.
Sorry to be redundant.
Mike
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