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Rafal 'Raf256' Maj <raf### [at] raf256com> wrote:
> 1. alsow path is very easy, just open file and flush there texture memory
No, it's not as easy. You have to write the patch and it has to be included
eg. in megapov, and this happens sometime in the future.
And as always, hardcoded internal features are usually a lot less
versatile than a macro and the often needlessly clutter povray.
> 2. it is impossible - as macro sholud create _new_ scene (discard all
> previous objects, lights, set new camera and render it).
Why would you want to create a file with a scene which simply
needs to *use* the file?
> 3. only way is to prepare a little scene for rendering HF purposes, but
> imho it is little uncomfortable.
That's what the macro would be for.
This is not unprecedent at all. For example, look at the tiled texture
creation macro by Chris Colefax.
Besides, why would you want the raw texture data dumped to disk when you
can have it in compressed png format? And without patching anything.
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
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