|
![](/i/fill.gif) |
I'd like to indulge this thread with a little bit of source taken from
the POVRay Docs
#include "colors.inc"
camera {
location <0, 0, -6>
look_at <0, 0, 0>
}
light_source { <-20, 30, -100> color White }
light_source { <10, 30, -10> color White }
light_source { <0, 30, 10> color White }
#declare PLAIN_TEXTURE =
// red/white check
texture {
pigment {
checker
color rgb<1.000, 0.000, 0.000>
color rgb<1.000, 1.000, 1.000>
scale <0.2500, 0.2500, 0.2500>
}
}
// plain red/white check box
box { <-1, -1, -1>, <1, 1, 1>
texture {
PLAIN_TEXTURE
}
translate <-1.5, 1.2, 0>
}
Notice the indentation? I did not add it. Ken, take this as implicit
recommendation to indent. Perhaps we should ask the authors to add this
in.
Steve
Ken wrote:
>
> Margus Ramst wrote:
> >
> > Ron Parker wrote in message <36cb00d4.0@news.povray.org>...
> > >
> > >My upcoming IRTC entry has two objects made of bicubics, one with
> > >176 patches and one with 200 patches
> >
> > Hand-coded 200+176 patches?! Please tell me you're joking! I tried to
> > hand-code a patch object once, but failed rather miserably. Beginning to
> > feel inferior here...
> >
> > But really, my logic is that it's inefficient to hand-code bicubics (and
> > triangle meshes), and I feel no shame using sPatch and mesh editors. So
> > consider me a man of low morals.
> >
> > Margus
>
> Besides it says quite clearly in the Pov docs that Patches are beyond
> the capabilites of most users and they recommend using an external
> program to generate them for you. If the Pov docs say it's ok to do it
> with an external program, then it MUST be considered acceptable, even
> to a dedicated Pov snob !!!
>
> I have never seen in the Pov docs where it is recommended that you should
> indent your sript on the other hand.
>
> --
> Ken Tyler
>
> mailto://tylereng@pacbell.net
Post a reply to this message
|
![](/i/fill.gif) |