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Patrick Elliott wrote:
> In article <470### [at] hotmail com>, a_l### [at] hotmail com
> says...
>> Patrick Elliott wrote:
>>> In article <470### [at] hotmail com>, a_l### [at] hotmail com
>>> says...
>>>> What I was saying is that we should distinguish between the 'first
>>>> creation' and the 'final creation'. Calling both simply 'creation' will
>>>> lead to confusion (as shown is this thread. Much of what you and
>>>> Patrck are writing does not make sense to me, because for me 'creation'
>>>> is 'final creation').
>>>>
>>> How about "intermediary" creations then, just to confuse things more.
>>> lol Technically, by your definition, the object is never "created" until
>>> the frame in rendered, at least in any system like we are talking about,
>>> where each "frame" is defined not by re-running the entire script, but
>>> only via the command "in" the script.
>>>
>>> In other words, in the current model we do this:
>>>
>>> render("myfile")
>>>
>>> in a true animation system, we do this:
>>>
>>> 'Set up a bunch of objects.
>>> ...
>>> render
>>> 'Change the objects some.
>>> ...
>>> render
>>> 'Change them some more.
>>> ...
>>> render
>>>
>>> The "render" step is explicit in the script, since it only happens
>>> "when" all the changes are made, not an external process that just runs
>>> an SDL through it, and recalcs the data for everything as it does it,
>>> based on the existing clock scheme, which is kind of limited. Mind you,
>>> making that change, depending on how it was done, could break existing
>>> SDL. Mind you, a command that "requests" the prior behavior could be
>>> used to solve that.
>> You could also assume that a render command is implicit at the end of
>> parsing if none is given.
>>
> Yes, I had considered that, but its better to have a compatibility flag,
> both so that someone doesn't try to run an old SDL, then wonder why it
> didn't work right, and so that someone using a *new* SDL could be warned
> that they forgot to actually render anything. Its kind of a toss up
> though.
>
There could be a problem with a compatibility flag if someone is
including some old code. Then again the #version 3.6; compatibility flag
never gave problems. Actually, as you might have noticed, I would prefer
a 'camera(Scene)' kind of syntax in stead of a 'render' command for many
reasons (some not even mentioned anywhere yet). Which points more to a
compatibility flag than an implicit 'render' command.
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