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1995-02-13
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From theseas!Princeton.EDU!cek Mon, 25 Jul 94 22:12:55 EET
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Date: Sun, 24 Jul 1994 20:01:48 -0500
Errors-To: rayshade-users-request@cs.Princeton.EDU
Remailed-Date: Sun Jul 24 21:01:53 EDT 1994
From: bj@cs.purdue.edu (Ben Jackson)
To: rayshade-users@cs.Princeton.EDU
Subject: right way to add 2d textures
Someone just posted a fairly elegant (though slightly buggy :-) hexagon
mapping to comp.graphics.raytracing. I used it to add a hexagon
texture to rayshade that works like checker (you specify two alternate
surfaces). Unlike the "checker" texture, though, the hexagonal mapping
doesn't apply well in 3d. Should my new texture take a `map' component,
and apply like an image? Is there a better way to handle this?
On a side note, while reading checker.c I noticed a small bug. In the
function which creates a Checker structure, the sizeof the wrong thing
is passed to Malloc(). It doesn't cause a coredump because the two
things happen to be the same size, but I figured it was worth fixing.
The context diff is appended.
--Ben
*** 1.1 1994/07/24 23:57:39
--- libray/libtext/checker.c 1994/07/24 23:57:54
***************
*** 34,40 ****
Surface *surf;
{
Checker *checker;
! checker = (Checker *)Malloc(sizeof(checker));
checker->surf = surf;
return checker;
}
--- 34,40 ----
Surface *surf;
{
Checker *checker;
! checker = (Checker *)Malloc(sizeof(Checker));
checker->surf = surf;
return checker;
}
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