POV-Ray : Newsgroups : povray.general : Status of Moray? : Re: New SDL for POVRay Server Time
16 Jul 2025 14:31:11 EDT (-0400)
  Re: New SDL for POVRay  
From: andrel
Date: 5 Oct 2007 14:31:27
Message: <47068400.4060303@hotmail.com>
William Tracy wrote:
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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.)
Yes. I think if you have a complicated scene where the position of 
objects is either random or is changing during an animation, it is 
better to have all the instantiations of objects in one place and 
everything that positions it close together.

For an animation it could even mean that you can 'precompile' all 
objects and don't have to reparse everything, but only reposition the 
moving parts. But that might require saving an internal state to disk.

> 
> 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.
> 
I can't either.


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