demonhorde665
Distinguished
[citation][nom]matt87_50[/nom]very truethats why triangles are lame. they are for lame rasterizers. all shapes in raytracing should be formed from much more complex geometric objects for instance: terrain: should just a the equation for the plasma fractal you would otherwise use to generate a hight map. and bam! like 10s of bytes for your whole terrain! pwned!I mean, the ray collision equation might be a *bit* more complex.... but Tflops!! like how they are trying to overcome the same memory limitations in realtime rendering with tessellation.[/citation]
might i remind you that triangles are still the basic breakdown of ANY and ALL 3d rendering even when you add tessellation thea dded polysstilbreak down into triangles. rasterization has more to do with texturing than it does actual modeling so putting the two together really is inaccurate picture of things, that said ray tracying (atleast the reflections/refractions for surfaces also deals more with texturing than modeling. point is you sound silly and uninformed saying "triangles are lame" becaus4e even ray traced 3d uses triangles for the models ray tracing is about lighting and texturing not modeling , same for rasterization it's about texturing.
might i remind you that triangles are still the basic breakdown of ANY and ALL 3d rendering even when you add tessellation thea dded polysstilbreak down into triangles. rasterization has more to do with texturing than it does actual modeling so putting the two together really is inaccurate picture of things, that said ray tracying (atleast the reflections/refractions for surfaces also deals more with texturing than modeling. point is you sound silly and uninformed saying "triangles are lame" becaus4e even ray traced 3d uses triangles for the models ray tracing is about lighting and texturing not modeling , same for rasterization it's about texturing.