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In article <Xns### [at] 204 213 191 226>,
"Rafal 'Raf256' Maj" <raf### [at] raf256 com> wrote:
> so, how about at least shorten some names, i.e. add keywoed "brill" that
> works same as "brilliance".
No thanks.
> 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.
No thanks. The disadvantages far outweigh the advantages in my opinion.
"ambient" has 7 characters, it takes a fraction of a second to type.
> Something like "color" and "colour" keywords - the second is in fact aliast
> of 1st, and it is added to make SDL comfortalbe.
That is an entirely different situation...both are valid spellings for
the word.
> This ~10 keywords, maybe with diff and itner will make typing quicker, and
> will not make code less clear IMHO
They are also polluting an already crowded namespace, and will make code
less clear, adding more stuff to memorize, sprinkling odd characters and
keywords through the files whose meanings are not obvious.
> > 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
I don't see how blobs or meshes are any different. And for the texture
stuff, it isn't useless, just put the stuff you use most often as a
parameter. You could also leave off the ending bracket to be closed
outside the macro call.
#macro Fin(Dif, Amb, Spec, Rough, Refl)
finish {
diffuse Dif
ambient Amb
specular Spec
roughness Rough
reflection Refl
}
#end
You could put these in an include and make things as short and hard to
read as you want. ;-)
My point is that there is already a feature that can be used to do what
you want, and the proposed feature has so many drawbacks that it is very
unlikely you will find anyone willing to waste the time to implement it.
--
Christopher James Huff <chr### [at] mac com>
POV-Ray TAG e-mail: chr### [at] tag povray org
TAG web site: http://tag.povray.org/
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