POV-Ray : Newsgroups : povray.windows : cmedit.dll : Re: cmedit.dll Server Time
6 Oct 2024 03:56:19 EDT (-0400)
  Re: cmedit.dll  
From: Pabs
Date: 8 Feb 2000 01:00:50
Message: <389FB100.E8615387@hotmail.com>
Ron Parker wrote:

> >contained in the povwin_src\windows\codemax dir of the source archive
>
> Quoting the README-BEFORE-UNZIPPING.TXT file from that directory:

-where - I looked in ftp://ftp.povray.org/pub/povray/Official/Windows/
          & povwin_s.zip\windows\codemax
          & povwin_s.zip\windows
          & povwin_s.zip
          & all the reademe files in povwin_s.zip
and CANNOT find the file README-BEFORE-UNZIPPING.TXT or the below mentioned
text

> [...]
> This means that you will NOT be able to compile this project.
> You are not meant to be able to.
> [...]
> The CodeMax VCL component is internal to the POV-Team and
> has not yet been released (and probably never will be). It depends heavily
> on the presence of the header files, also.
>
> Note that you MAY NOT re-use any of this code anywhere else.

The reason I ask is:
1 - To be able to add syntax highlighting for new keywords such as "photons"
& "noise3d" etc. would be useful.
2 - I have started a patch (for the windows & possibly other GUI platforms)
that keeps options & objects & textures & media etc. in memory between
renders, thereby eliminating parsing time altogether, which I crave to be able
to do, esp. when modifying one number such as x translation of an object or
parts of a colour or pigment map.
It basically takes persistent variables to another level and it will? be able
to convert scenes back and forth from text to memory - it (when it gets off
the ground) will use a tree, a properties window and several "link" objects
(which I am currently developing in a testbed) to represent a scene as it is
in memory graphically.  The strategy so far is
1- when converting to the GUI format to
    parse the scene - Done thanks to the POV Team
    duplicate the scene from the global Frame & opts structs into another pair
of Frame & opts structs (specific to the current scene) - in progress
2 - when rendering to
    skip parsing - in progress
    duplicate the scene back to the global one - in progress
    render as usual - Done thanks to the POV Team
3 - converting back to text to
    do some kind of reverse parse - in progress
    free the memory - in progress (will use destroy functions from the povsrc
core)
The reason for all this duplication is that I can't be bothered & am too lazy
to go through the core looking for functions referring to the Frame & opts
structs and modifying them to use a pointer to these passed to them as a
parameter.

The ability to build cmedit.dll would allow a "link bed" control to be put in
place of the CodeMax control.

I guess I'll have to do some thinking & devious message sending or just create
2 tab windows - 1 for CodeMax controls & 1 for my "link bed" controls and
switch between using a menu or toolbar command.

which compiler/s are the following lines specific to
#include <vcl.h> - standard compiler header ??
#pragma package(smart_init)
#pragma resource "*.dfm"
etc.

Bye -Pabs


Post a reply to this message


Attachments:
Download 'us-ascii' (4 KB)

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.