POV-Ray : Newsgroups : povray.general : Making Code Conditional on Quality Setting : Re: Making Code Conditional on Quality Setting Server Time
7 Nov 2024 13:36:33 EST (-0500)
  Re: Making Code Conditional on Quality Setting  
From: -s0da-
Date: 29 Sep 2003 13:02:20
Message: <3f78659c$1@news.povray.org>
I beg to differ.  This can be a HUGE benifit.

Not so much with actual shapes, as with textures,
and light sources.  Having a "rough draft" declaration
and using it to determine whether you'd like just a flat
gray wall, or a really complicated brick texture complete
with finish, bump maps, and color maps can cut your
render time by more than half.


"Thorsten Froehlich" <tho### [at] trfde> wrote in message
news:3f785296$1@news.povray.org...
> In article <web.3f784f827beb29f5458b4d510@news.povray.org> , "wacampbell"
> <nomail@nomail> wrote:
>
> > I am interested in making some of the code in my scene file conditional
on
> > the quality setting.
>
> Unless you have an extremely complex scene, this will not really give you
> much of a benefit...
>
> > #if( Quality == 0 )
> >      box{ ... }
> > #else
> >      object{ DetailedModel }
> > #end
> >
> > The word Quality doesn't seem to be recognized as a valid variable.
>
> Why should it be recognised?  And how did you get the idea it would be
> recognised?
>
> >  Does anyone have any thoughts on how I might accomplish this.
>
> You can declare variables on the command-line.  How to do this is
explained
> in the manual.
>
>     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.