POV-Ray : Newsgroups : povray.general : Is Pov-ray development dead ? : Re: Is Pov-ray development dead ? Server Time
13 May 2024 05:35:43 EDT (-0400)
  Re: Is Pov-ray development dead ?  
From: Le Forgeron
Date: 5 Oct 2023 12:35:58
Message: <651ee5ee$1@news.povray.org>
Le 28/09/2023 à 10:46, PaulHuxe a écrit :
> Hi to all.
> 
> Today I wanted to reinstall POV-ray after several years of interruption.
> 
> I found the 3.8 beta version with your link to GITHUB, and saw that nothing has
> moved since 2021.
> There are only two people are linked to this project. And both of them have zero
> activity the last year.
> 
> I searched for the 4.0 repository and saw that there are no new commit since
> july 2021.
> 
> So my question : Is the project dead or does it have moved elsewhere else ?
> 
> I'm not C++ dev (only an amateur of C#...) so I cannot help on it.
> 
> 
> Best regards.
> 

It's not dead, but some of us (me !) are getting old and busy with other 
things to do.

As far as I am concerned, I made everything I wanted for development in 
my own fork, and it is very calm.

I'm actually wanting ONE change, but I am unable to make it so far: 
dropping all the UCS2 handling for only having UTF-8 everywhere.
My incentive is using font that are past the U+10000 page, as well as 
handling non-ascii paths (Linux with French interface: the Modeles 
directory is Modèles and it is not possible to put it as a search path, 
because the "è" is not ascii and get mangled in UCS2 in non-recoverable 
way (and the filesystem is just using utf-8 for its API, so UCS2 is an 
approach from another time).

Oh, and if someone can find the bug in text handling with fonts which 
have accents (à,é,è,ê,ô,ù;ï): sometime, the accent get just moved not at 
the right horizontal place. Always the same issue for same char & font, 
but not predictable.

I did not want to get power to update the official repository because I 
believe on commite review of features and I would be too much tempted to 
just smash all my changes: not wise.

I also got exhausted after providing a native support of Nurbs in SDL 
(requested by some one, IIRC) only to find later that Blender is hard to 
change to export native Nurbs instead of pre-meshed object.


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