How to “trap” my surface patches to prevent the background from bleeding through the cracks?
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问题 In response to a challenge in comp.lang.postscript, I'm working-up my 3D chops trying to render a cylinder as projected rectangular patches. But I'm still seeing the wire-frame even after I comment-out the line-drawing, because the patches don't butt-up flush. The cylinder is modeled along the z-axis by double-looping over z (-2 .. 2, step 4/N) and theta (0 .. 360, step 360/N). The four points of the rectangle are: v1 = (R cos T, R sin T, z) v4 = (R cos T, R sin T, z+dz) v2 = (R cos (T+dT), R