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I wrote as PS exporter for a 3D sci-viz system in the early 90s. It generated an implementation of Warnock's algorithm for 2D rendering, using a recursive decom
by mikhailfranco 3y ago
I wrote as PS exporter for a 3D sci-viz system in the early 90s. It generated an implementation of Warnock's algorithm for 2D rendering, using a recursive decomposition of 3D primitives, implemented in the stack-based PS programming language.
The cool thing was that some parameters to control the rendering were used in the plugin at runtime for file generation (to control file size), but others were written into param declarations in the PS header for execution at print time.
PS is text, so you could manually tweak values for the speed-fidelity trade-off at print time, long after after the file was generated.
Want to spend 30 minutes rendering to A0 without any depth artifacts? Just change a number in the file header.