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On 10/24/19 6:52 AM, Thomas de Groot wrote:
> Op 23/10/2019 om 15:38 schreef William F Pokorny:
...
>>
>> Are you able to compile personal versions of POV-Ray?
>
> I prefer to wait for a release; no hurry ;-)
:-) In that, I expect you intended to touch upon my standing quandary.
Prior to bailing on pull requests altogether, nothing of mine got into
POV-Ray proper after an initial set of 30 or so commits - and that's OK.
It just is. Nobody is being paid to deal with my pile of junk or to do
the grunt work of releases.
My recent path has been to do what I'm interested in and to provide that
code as branches so anyone interested - and compiling versions of
POV-Ray themselves - can play.
To do releases requires I commit to doing them in some fashion - that I
commit time. Against such an investment I'm looking of late at
relatively major code and structural changes to finish off the solver
stuff I've been at a long time; at a practical break with the official
POV-Ray code base.
I'm uncertain how to proceed with my hobby. This VM / pattern / built in
function stuff of late(1) is me procrastinating.
In any case, it's good you're in no hurry for a release of my recent
changes! :-)
(1) - A faster multi-object pattern capability is on my list of ideas
for additional inbuilt functions, but not one near the top. It's the
case the inside testing, upon which the object pattern is built, is
often slow.
>
>>
>> I cleaned up the scene this morning as instructive of technique even
>> without a version of POV-Ray with which to use it.
>
> I shall study this; Thank you indeed.
>
Sorry to see this morning my scrub failed to remove three pointless
declares in Jade0, FnRadialRaw and FnYYOffRaw.
The technique boils down to having raw_wave, three turbulence
specifications applied to three y plane 'sheets' and the three gradient
values to dial in how much of the turbulence fuzz the rays pick up. The
rest is normal scene stuff - at which you are more capable than me.
I'm away now for several days.
Bill P.
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