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Gena wrote:
>
> In case of plug-in you should know just a plug-in subset of the whole
> API. In case of patch you should learn the whole API and define where
> to fit your piece. In case of plug-in you are in sandbox, you still
> can destroy the functionality of the whole program but IMHO you have
> less changes than in case of patch :)
This is a fallacy, to link a new feature dynamically to the program
won't give you any technical advantage. And whatever API you are
talking about this is no different when implementing a new feature in
POV-Ray than as a separate module.
>
> Got you. You are talking about custom patch.
I was talking about this all the time - as said i consider the
possibilities for SDL based plant generators as very limited.
> Of course it will work but
> how many people can write POV-Ray patch? :) I would still prefer don't
> touch POV-Ray itself. In your scenario you use only mesh generator from
> POV-Ray the rest is patch itself. As you mentioned already mesh
> generation is not big deal. So the whole functionality can be
> freely implemented outside of POV-Ray.
Of course it can. And the second possibility after a POV-Ray patch is a
separate program. The main reasons for implementing a plant generator
in POV-Ray and not in a separate program would be:
- to avoid the need to parse the resulting mesh. Note while this is an
important point it is much smaller than the difference in performance
between parsing a plain mesh and generating it with an SDL based plant
generator.
- to be able to make the plant generation interact with the rest of the
scene.
- to be able to use other POV-Ray features in the plant generation process.
Thinking a bit about it a well designed modular plant generator might be
possible to work both as a POV-Ray patch (offering the above advantages)
and outside (without those options). This would probably not make the
implementation easier but it would at least force a clean design. ;-)
> L-Systems, rules based systems are good to a certain extent. But when
> you need the whole control of the geometry it doesn't work. For example
> it doesn't work when you need the trunk pass through particular
> coordinates <0, 1, 0.3> etc.
This is not made impossible by a rule based plant generator. The rules
just have to force such constraints. In fact i think rules are the only
feasible possibility for geometry control with complex plants.
Christoph
--
POV-Ray tutorials, include files, Landscape of the week:
http://www.imagico.de/ (Last updated 31 Oct. 2005)
MegaPOV with mechanics simulation: http://megapov.inetart.net/
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