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Shay wrote:
> How about:
>
> #local MyOb = difference {
> sphere { 0, 1 translate y*2 rotate z*45 translate <2,3,4> }
> object { Some Other Object }
> }
>
> MyOb.subtrahend.transforms[1].addrotate(<0, 0, 15>);
> MyOb.subtrahend.transforms[0] *= <1,0,0,0,0,1,0,0,0,0,0,1,0,5,0,1>
Quick question for the group:
Does anyone see any value in being able to use OO syntax to transform an
object *after* it's declaration, in the general way shown in Shay's
example? (I would like to hope that we could come up with a cleaner
syntax than that.)
In principle, it seems like it could be useful, but I can't actually
come up with any concrete examples of things that couldn't be
accomplished in the current SDL.
Anyone?
- --
William Tracy
afi### [at] gmail com -- wtr### [at] calpoly edu
You know you've been raytracing too long when you spend more time
"tweaking" a texture than modelling the rest of the scene.
-- Twyst
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