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> new Sphere s;
> s.Position=[1,1,10];
> s.Radius=.7;
> s.Texture.Pigment=[0,1,0];
> s.Scale(1,2,1);
> s.Rotate(30,0,0);
>
> That is all very clear coding, but *not* what most of the group here
> wants. POV4 should be easy to understand in it's most basic declarative
> form. Which in my opinion means that objects as virtual representations
> of things visible in your scene will have a different status and
> different syntax than all other 'objects'. Borrowing standard OOP
> language may be rather confusing in that respect.
Sure, there's something to find to avoid that kind of cumbersome syntax.
I don't tkink anyone around here would like to make an object's definition
so complicated. There should be some kind of shortcuts, looking like
current SDL.
Fabien.
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