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Mike Horvath wrote:
> 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.
I don't know. That's why I asked. :o) I will try to render a lot of ttore.dat's in a model and compare the time used to
the time used to render the same model with box replacements.
> Wouldn't it speed up the rendering process even more if all LDraw
> models were turned into hollow shells?
Yes, but how do we accomplish that still avoiding bad side effects?
>
>
> 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?
I have absolutely no idea.
>
>
> 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>.
I think it is virtually impossible to implement. But I hope I'm wrong. What I try to do is a less automated but
relatively easy way of making polygon elimination.
>
> 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?
Yes, I'm aware that it has been discussed before, but I haven't seen any accomplishments other than the alternative
POVray instructions in some parts. And that's a slightly different issue.
My plans are to be able to easily select and deselect parts (ie sub-models) of Datsville, and simplify it without any
quality loss to make it possible to render without a super-PC.
The ultimate goal is POVrayed movies from Datsville.
> I could think of a myriad of uses.
Really? I can think of a few more. That Y Filtering for example could be extended. And the highlighting of a selected
line... I like it (if I may say it myself).
> 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.
Yes, that could very likely be the next step...
>
> Sorry to be redundant.
No, you're not. All your input is very valuable.
>
> Mike
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