|
From: Pierre <pie...@gm...> - 2007-02-07 20:14:26
|
On 2/7/07, Pierre <pie...@gm...> wrote: > On 2/7/07, Ethan Merritt <merritt@u.washington.edu> wrote: > > On Wednesday 07 February 2007 11:44, Hans-Bernhard Br=F6ker wrote: > > > Pierre wrote: > > > > > > > I'm not sure to understand why it is biased. Each vertex color is > > > > known. The first vertex is the top left one, after they have been > > > > sorted. > > > > > > The bias lies in picking the top left vertex as "the first". > > > This can cause nasty effects like: the same triangle comes out subtly > > > different if the scene is rendered upside down or rotated by 90 degre= ss, > > > even though the result should be exactly the same. > > > > That is true, but the failure mode is usually harmless. If you rotate t= he > > triangle in 3D its coloring may change very slightly, but if it is a > > single facet of a larger surface this will probably not be noticed sinc= e > > the adjacent triangles are similarly affected. > > I will add a custom version to test these cases using numerical > results (output the edges values to a file and compare them). We can > then see if the error is acceptable. As you say, I do not expect any > noticeable differences. By the way, any help is welcome. If someone volunteers to write these tests, he will be more than welcome :) --Pierre |