Difference between revisions of "Reference:Triangle"
Jump to navigation
Jump to search
Jholsenback (talk | contribs) m (1 revision: Initial Load (TF)) |
Jholsenback (talk | contribs) m (1 revision: Reference Migration Initial Load) |
(No difference)
|
Latest revision as of 19:09, 15 March 2012
The triangle
primitive is available in order to make more
complex objects than the built-in shapes will permit. Triangles are usually
not created by hand but are converted from other files or generated by
utilities. A triangle is defined by
TRIANGLE: triangle { <Corner_1>, <Corner_2>, <Corner_3> [OBJECT_MODIFIER...] }
where <Corner_n>
is a vector defining the x,
y, z coordinates of each corner of the triangle.
Because triangles are perfectly flat surfaces it would require extremely large numbers of very small triangles to approximate a smooth, curved surface. However much of our perception of smooth surfaces is dependent upon the way light and shading is done. By artificially modifying the surface normals we can simulate a smooth surface and hide the sharp-edged seams between individual triangles.