POV-Ray : Newsgroups : povray.binaries.utilities : Texture Editor : Re: Texture Editor Server Time
6 Oct 2024 15:23:18 EDT (-0400)
  Re: Texture Editor  
From: Gordon
Date: 11 Dec 1998 04:38:27
Message: <3670e813.0@news.povray.org>
I can see the problem though, I often use calculated values in colour_maps
for example to animate textures. This would be a bit of a trick to parse.
Also which texture do you render, the one at clock=0.0 or clock=0.5 or....

Gordon
<gbe### [at] birdcameroncomau>

K. Tyler wrote in message <35C2E5BD.3551F37A@pacbell.net>...
>Dan Connelly wrote:
>
>> Bret Slivka wrote:
>> >
>> > the feature that i'd most like in a texture editor for povray is one
that
>> > can import textures from povray code.   From any pov source file or
include
>> > file.
>>
>> I don't think this is at all easy to implement.  With the possibility of
>> includes, file i/o, macros, and texture assignments to variables and
>> arrays,  it would be extremely difficult to extract textures without
basically
>> parsing the entire source.
>>
>> Dan
>
>TextureView by Friedemann Schmidt does an excellent job on any
>#declared texture in any standard pov file. Although it doesn't preview
>textures inside of the body of an object statement it does a great job of
>allowing you to search entire directories for #decalred textures and gives
>you a choice to render each texture into a thumbnail view with pov as the
>rendering engine. This ensures that what you see is what you get. As far as
>the difficulty of texture extraction when it does it's directory search for
>textures
>it searches only for declarations of textures and ignores the rest of the
pov
>code.
>After doing a search of my main include directory which is very extinsive
by the
>way it came back in about 4 min. with 1200 textures. Pretty impressive if
you ask
>me.
>
>K.Tyler
>


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