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"Alain" <aze### [at] qwertyorg> wrote in message
news:4ddd2c02$1@news.povray.org...
>> "Alain"<aze### [at] qwertyorg> wrote in message
>
>>> The documentations clearly state that all object modifiers must follow
>>> all
>>> objects items.
>>
>> It is good to hear that there is at least one thing that the
>> documentation
>> "clearly states". Because most parts of the documentations are rather
>> unclear.
>
> Maybe if you look in the documentations for object modifiers...
> You'll see that clipped_by IS an object modifier.
OK, I am rapidly losing my patience here. The following is a cut-and-paste
of the complete pertinent sections of the *currently shipping* 3.7RC3
windows help file:
============== begin cut/paste =============================
3.4.9 Object Modifiers
A variety of modifiers may be attached to objects. The following items may
be applied to any object:
OBJECT_MODIFIER:
clipped_by { UNTEXTURED_SOLID_OBJECT... } |
clipped_by { bounded_by } |
bounded_by { UNTEXTURED_SOLID_OBJECT... } |
bounded_by { clipped_by } |
no_shadow |
no_image [ Bool ] |
no_radiosity [ Bool ] |
no_reflection [ Bool ] |
inverse |
sturm [ Bool ] |
hierarchy [ Bool ] |
double_illuminate [ Bool ] |
hollow [ Bool ] |
interior { INTERIOR_ITEMS... } |
material { [MATERIAL_IDENTIFIER][MATERIAL_ITEMS...] } |
texture { TEXTURE_BODY } |
interior_texture { TEXTURE_BODY } |
pigment { PIGMENT_BODY } |
normal { NORMAL_BODY } |
finish { FINISH_ITEMS... } |
photons { PHOTON_ITEMS...}
radiosity { RADIOSITY_ITEMS...}
TRANSFORMATION
Transformations such as translate, rotate and scale have already been
discussed. The modifiers Textures and its parts Pigment, Normal, and Finish
as well as Interior, and Media (which is part of interior) are each in major
chapters of their own below. In the sub-sections below we cover several
other important modifiers: clipped_by, bounded_by, material, inverse,
hollow, no_shadow, no_image, no_reflection, double_illuminate and sturm.
Although the examples below use object statements and object identifiers,
these modifiers may be used on any type of object such as sphere, box etc.
3.4.9.1 Bounded_By
[...]
3.4.9.2 Clipped_By
The clipped_by statement is technically an object modifier but it provides a
type of CSG similar to CSG intersection. The syntax is:
CLIPPED_BY:
clipped_by { UNTEXTURED_SOLID_OBJECT... } |
clipped_by { bounded_by }
Where UNTEXTURED_SOLID_OBJECT is one or more solid objects which have had no
texture applied. For example:
object {
My_Thing
clipped_by{plane{y,0}}
}
Every part of the object My_Thing that is inside the plane is retained while
the remaining part is clipped off and discarded. In an intersection object
the hole is closed off. With clipped_by it leaves an opning. For example the
following figure shows object A being clipped by object B.
[image here]
You may use clipped_by to slice off portions of any shape. In many cases it
will also result in faster rendering times than other methods of altering a
shape. Occasionally you will want to use the clipped_by and bounded_by
options with the same object. The following shortcut saves typing and uses
less memory.
object {
My_Thing
bounded_by { box { <0,0,0>, <1,1,1> } }
clipped_by { bounded_by }
}
This tells POV-Ray to use the same box as a clip that was used as a bound.
3.4.9.3 Double_Illuminate
[...]
==================== end cut/paste ======================
> You'll also see, at the top, that object modifiers must be at the end of
> any object's definition.
>
No, I will NOT see that because it is NOT in the documentation.
At this point, there are two possiblities left:
1) You have no idea what is actually in the documentation and you cannot be
bothered to look it up and actually inform yourself OR
2) You are deliberately lying
Either way, you are NOT qualified to tell other people who have actually
LOOKED at the documentation what is or isn't supposedly in there.
I asked you for pointers to *several* things you claimed were allegedly in
the documentation.
You provided *none*.
I do not know what you imagine you're accomplishing by this, but neither
POV-Ray, nor the POV-Ray documentation, nor myself or the dev-team benefit
from people making *false* claims about what is actually in the actual
documentation.
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