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This example shows a comparison with the TRIMAP.ZIP macro (for POV-Ray 3.1)
from Chris Colefax's POV-Ray Include Files Pageweb and
the vertexcolor implementation in Pov4Grasp. The TRIMAP macro is
not limited to color interpolation, but it requires more memory in this case.
Comparison benchmarks are available on the grasp_surface example page with meshes
including thousands of triangles.
Using Chris Colefax's TRIMAP.MCR |
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trimap.pov
scene.inc
#version 3.1;
#include "scene.inc"
#include "trimap.mcr" // macro by Chris Colefax
#declare F = finish{ diffuse 1 ambient 0 brilliance 0 }
#declare triangle_base_texture = texture{ finish{F} }
mesh
{
cv_triangle(<0,-1,20>, Red,
<3,5,20>, Green,
<6,-1,20>, Blue)
cv_triangle(<-1,0,20>, Yellow,
<-4,-5,20>, rgbt<1,0,1,0.5>,
<-6,2,20>, Yellow)
}
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Using vertexcolor pattern texture |
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vertexcolor.p4g
scene.inc
#version 3.1;
#include "scene.inc"
#macro VCT(P1,C1, P2,C2, P3,C3)
#local T = texture{
pigment{ vertexcolor C1,C2,C3 }
finish{ diffuse 1 ambient 0 brilliance 0 }
}
triangle{ P1,P2,P3 texture{T} }
#end
mesh
{
VCT(<0,-1,20>, Red,
<3,5,20>, Green,
<6,-1,20>, Blue)
VCT(<-1,0,20>, Yellow,
<-4,-5,20>, rgbt<1,0,1,0.5>,
<-6,2,20>, Yellow)
}
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