POV-Ray : Newsgroups : povray.general : long syntax : Re: long syntax Server Time
5 Aug 2024 22:13:44 EDT (-0400)
  Re: long syntax  
From: Rafal 'Raf256' Maj
Date: 23 Jul 2002 22:01:38
Message: <Xns92552862219D8raf256com@204.213.191.226>
Christopher James Huff <chr### [at] maccom> wrote in news:chrishuff-
1C8### [at] netplexaussieorg

> The only benefit is less typing. 

that saves time and is more comfortable

> It makes things much more difficult to 
> read, scatters relatively hard to type and visually noisy @ characters 
> throughout the code (I dislike the use of the # character in the current 
> syntax for the same reason), and needlessly complicates the language. 
> Worse, the same word means totally different things in different 
> contexts.

so, how about at least shorten some names, i.e. add keywoed "brill" that 
works same as "brilliance". 

Don't You agree that brilliance, reflection, diffuse, ambient are keywords 
that are used very common (if scene have meany diffrent textures), and ther 
is probably no reason to not have shorten versions. 

Something like "color" and "colour" keywords - the second is in fact aliast 
of 1st, and it is added to make SDL comfortalbe.

This ~10 keywords, maybe with diff and itner will make typing quicker, and 
will not make code less clear IMHO


> The only benefit would be for obfuscated and shortest code contests. If 
> you really just want to save typing, I would recommend you find a good 
> editor...you could also use the existing #macro feature:
> #macro supell(E, N) superellipsoid {E, N #end
> supell(0.1, 0.5)
>     texture {...}
> }

but it's usless in i.e. finish, normal, pigment, blob, mesh etc


-- 
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M


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