On 17/10/2014 at 04:07, xxxxxxxx wrote:
Hey Joey,
thanks for the clarifications! I will try to implement my "hacky" approach.
My own raytracer also handled spheres in another fashion, because the math to compute a ray/sphere intersection is almost as complicated as to compute a ray/triangle intersection. So to get a smooth sphere one would require a huge amount of polygons/triangles, which is of course a great impact for performance.
Regarding the tangents of polygon objects I found this thread:
https://plugincafe.maxon.net/topic/5229/5224_tangent-vectors-solved&KW=tangent&PID=21392#21392
So I will compute them by my own, using this source:
http://www.terathon.com/code/tangent.html
If I have problems with cloning the Spheres (BaseObjects) and making them editable, I will report back to you