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Hey, no problem. I just browse Lugnet every once in a while to see if any
progress on such a utility exists. I notice there has been little mention
of such a thing in the newsgroups in the past.
It would be a "cool" toy.
Thanks,
Mike
In lugnet.cad, James Reynolds writes:
> > 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.
>
> If I understand the question correctly, and from my understanding of how a ray-
> tracer works, Pov-ray must keep all polygon data while it renders since it
> "traces" all the light rays, even those that you can't see (inside of a brick).
> It doesn't clip the top/bottom/left/right or eliminate backsides, or z-buffer
> until it has done all the lighting calculations.
>
> > 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?
>
> Ldraw has a ton of extra polygons compared to Unreal or Quake. It would be
> possible to optimize a model by writing a utility that does it's own "ray-
> tracing" and eliminates all polygons that don't see the light of day. However,
> this is a big project, and is way over my head.
>
> Just my 2 cents.
>
> --
>
> Thanks:
>
> James Reynolds
> http://www.cc.utah.edu/~jer29950
> james.e.reynolds@m.cc.utah.edu
> james@mail.mlmc.utah.edu
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