POV-Ray : Newsgroups : povray.general : Real Time Ray Tracing : Re: Real Time Ray Tracing Server Time
6 Aug 2024 21:41:50 EDT (-0400)
  Re: Real Time Ray Tracing  
From: Thorsten Froehlich
Date: 8 Mar 2002 17:52:56
Message: <3c8940c8@news.povray.org>
In article <3C892FB8.77CD4BBE@gmx.de> , Christoph Hormann 
<chr### [at] gmxde>  wrote:

> Will this be part of the source release so everyone can study it?  I
> remember reading somewhere that the easter egg is supposed to be only in
> the official version.

It will only be in the official version without source code.  However, the
code used to output a few scene objects as C structures is in the core code.
Additionally, all necessary function prototypes are made available to callers
outside the modules used by the RTR code.  So a general hint is that if
something that isn't available in some POV-Ray header file is required, one is
on the wrong track!  The actual code one needs is between 50 to 500 lines
depending on how far one wants to go with the demo and its flexibility and
abstraction - the current demo needs nothing else but a single pixel drawing
function and provides an control interface in another handful of functions.
the pixel drawing function is provided by the platform specific code,
everything else is fully portable.  In fact, a simple implementation that
doesn't allow the core to render during the RTR demo (note that the current
RTR demo can run in parallel) is so straight forward that anybody with a bit
of POV-Ray patching experience and some good C programming knowledge can write
it in less than a day.  It can also be done with POV-Ray 3.1 just as well, so
if anybody wants to try...

Or, as some authors like to put it:
"This is left as an exercise to the reader." :-)

    Thorsten

____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trfde

Visit POV-Ray on the web: http://mac.povray.org


Post a reply to this message

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