POV-Ray : Newsgroups : povray.general : Status of Moray? : Re: New SDL for POVRay Server Time
5 Jul 2025 03:39:21 EDT (-0400)
  Re: New SDL for POVRay  
From: Patrick Elliott
Date: 13 Oct 2007 00:48:45
Message: <MPG.2179fb9e5bcbb5ad98a04a@news.povray.org>
In article <470### [at] hotmailcom>, a_l### [at] hotmailcom 
says...
> Patrick Elliott wrote:
> > In article <470### [at] hotmailcom>, a_l### [at] hotmailcom 
> > 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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