This is not how you mix the scalar fields. Your scalars say one thing, but your flags whether you are inside or not say another. First merge the fields, then render as if you were doing a single compound object.
This is not how you mix the scalar fields. Your scalars say one thing, but your flags whether you are inside or not say another. First merge the fields, then render as if you were doing a single compound object: for(int i=0,j=0; i.
Hm, weird. This does actually work, but the edge get kind of weird. I'm going to investigate if this is a precision problem.It doesn't show up for normal circles though.
Here's a screenshot of a 100x100 grid: mechcore.net/images/gfx/csgbug3.png – Mads Elvheim May 24 '10 at 20:04 Right, it is a precision issue. Bigger circles works great, but increasing the grid tesselation does not (I'm using floats). Great answer and great paper.
My deepest thanks to you sir. – Mads Elvheim May 24 '10 at 20:21 You're welcome! Good luck with your project, implicit surfaces are fun!
– Roman Zenka May 25 '10 at 15:46.
I cant really gove you an answer,but what I can give you is a way to a solution, that is you have to find the anglde that you relate to or peaks your interest. A good paper is one that people get drawn into because it reaches them ln some way.As for me WW11 to me, I think of the holocaust and the effect it had on the survivors, their families and those who stood by and did nothing until it was too late.