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In article <4058301d@news.povray.org>, Warp <war### [at] tagpovrayorg>
wrote:
> Speaking of #includes, one thing which may speed up a lot when implementing
> bytecode compiling/interpreting would be to have support for pre-compiled
> include files. That is, include files may be pre-compiled by the user and
> then each time that include file is #included, the already-parsed-and-compiled
> version is quickly loaded instead of the original one. This can save a great
> deal of parsing and compiling.
You just broke Parse_String(). Though you hopefully replaced it with a
better, hard-coded version somewhere along the way...
In my experience, the compiling step usually doesn't take much time. The
language is usually easier to compile than something like C++, and is
much faster than the current parsing method which crawls and jumps
throughout the scene files, seeking around and making many passes over
the same code. A loop can take minutes to execute, but be compiled in
milliseconds.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: <chr### [at] tagpovrayorg>
http://tag.povray.org/
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