Include stack indenting suggestion
This goes in debug.inc
#declare debug_indent_string = "\t"
#declare debug_indent_depth = 0;
In each inc file this
#ifdef(View_POV_Include_Stack)
#debug "including xxxxx.inc\n"
#end
is replaced by this
#ifdef(View_POV_Include_Stack)
#ifdef( debug_indent_include_stack )
#ifndef( debug_indent_string ) #declare debug_indent_string = "\t" #end
#ifndef( debug_indent_depth ) #declare debug_indent_depth = -1; #end
#declare debug_indent_depth = debug_indent_depth + 1;
#local debug_indent_i = 0;
#while( debug_indent_i < debug_indent_depth )
#debug debug_indent_string
#local debug_indent_i = debug_indent_i + 1;
#end
#undef debug_indent_i
#else
#debug "Including "
#end
#debug "xxxxx.inc\n"
#end
in each include file
Wouldn't
#ifndef(Xxxx_Inc_Temp)
be better than
#ifdef(Xxxx_Inc_Temp)
// do nothing
#else
finish.inc contains neither of these -it uses #local Finish_Inc_Temp = ...
various Xxxx_Inc_Temp's are spelt in uppercase inc's should probably be
consistent
also DEBUG_MCR should be Debug_Inc_Temp??
Rad_Def2_Inc_Temp should be Rad_Def_Inc_Temp??
<nitpick>spelling error in logo.inc
#include "shapes.inc"
// The ---->priginal<----- version is made of various objects.
#declare Povray_Logo =
merge {
sphere {2*y, 1}
difference {
...
</nitpick>
exists.exe not included - needed by ini files in renderer dir
maze.png is invalid - seems truncated (6 bytes) - the 3.1 version is fine
though
how bout a Run Demo icon in the start menu like for v3.1
- may need to replace the following "Commandline processing error" with
processing for /DEMO
"Only /EDIT and /RENDER may be passed to previous instance"
in the docs for charset it says to see the system-specific docs for info on
the sys charset,
but there are no docs for this in the Windows docs
Is a link from the docs to scenes/portfolio/index.html feasible?
the output file name on the status bar is the same throughout the animation
(xxx01.png etc.) (b10.intel on Win95B)
Bye,
Pabs
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