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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' wil
l
> >> 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" unti
l
> > 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.
--
void main () {
call functional_code()
else
call crash_windows();
}
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