|
|
|
|
|
|
| |
| |
|
|
|
|
| |
| |
|
|
According to section 6.3.4 Transform Identifiers of the documentation,
transformations can be invoked with or without brackets. However, when used
in cameras it doesn't work with brackets:
#declare T = transform {scale 2 translate 2*z}
sphere {0, 1 transform T }
sphere {0, 1 transform {T} }
camera {location 0 transform T }
camera {location 0 transform {T} }
I'm using POV-Ray 3.5 beta 1
on a P150, 16MB RAM
Windows 95 4.00.450 B IE 5 5.00.2919.6307
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On Sun, 9 Sep 2001 12:20:54 +0200, Rune wrote:
>According to section 6.3.4 Transform Identifiers of the documentation,
>transformations can be invoked with or without brackets. However, when used
>in cameras it doesn't work with brackets:
Likewise light_source, light_group, bounded_by, clipped_by, and blob.
Should be easy to fix, though.
--
plane{-z,-3normal{crackle scale.2#local a=5;#while(a)warp{repeat x flip x}rotate
z*60#local a=a-1;#end translate-9*x}pigment{rgb 1}}light_source{-9red 1rotate 60
*z}light_source{-9rgb y rotate-z*60}light_source{9-z*18rgb z}text{ttf"arial.ttf"
"RP".01,0translate-<.6,.4,.02>pigment{bozo}}light_source{-z*3rgb-.2}//Ron Parker
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 11 Sep 2001 14:19:02 -0400, Ron Parker wrote:
>On Sun, 9 Sep 2001 12:20:54 +0200, Rune wrote:
>>According to section 6.3.4 Transform Identifiers of the documentation,
>>transformations can be invoked with or without brackets. However, when used
>>in cameras it doesn't work with brackets:
>
>Likewise light_source, light_group, bounded_by, clipped_by, and blob.
>
>Should be easy to fix, though.
And, it's fixed. Thanks for pointing it out, Rune.
--
#macro R(L P)sphere{L __}cylinder{L P __}#end#macro P(_1)union{R(z+_ z)R(-z _-z)
R(_-z*3_+z)torus{1__ clipped_by{plane{_ 0}}}translate z+_1}#end#macro S(_)9-(_1-
_)*(_1-_)#end#macro Z(_1 _ __)union{P(_)P(-_)R(y-z-1_)translate.1*_1-y*8pigment{
rgb<S(7)S(5)S(3)>}}#if(_1)Z(_1-__,_,__)#end#end Z(10x*-2,.2)camera{rotate x*90}
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Ron Parker" wrote:
> And, it's fixed. Thanks for pointing it out, Rune.
Thanks for fixing it.
How about the other camera transform bug?
Transformations that involve translations (including translations done using
matrices) are handled incorrectly.
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On Tue, 11 Sep 2001 21:33:30 +0200, Rune wrote:
>"Ron Parker" wrote:
>> And, it's fixed. Thanks for pointing it out, Rune.
>
>Thanks for fixing it.
>
>How about the other camera transform bug?
>
>Transformations that involve translations (including translations done using
>matrices) are handled incorrectly.
I haven't looked too closely at that one yet. It might be a precision thing.
--
plane{-z,-3normal{crackle scale.2#local a=5;#while(a)warp{repeat x flip x}rotate
z*60#local a=a-1;#end translate-9*x}pigment{rgb 1}}light_source{-9red 1rotate 60
*z}light_source{-9rgb y rotate-z*60}light_source{9-z*18rgb z}text{ttf"arial.ttf"
"RP".01,0translate-<.6,.4,.02>pigment{bozo}}light_source{-z*3rgb-.2}//Ron Parker
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On Tue, 11 Sep 2001 21:33:30 +0200, Rune wrote:
>"Ron Parker" wrote:
>> And, it's fixed. Thanks for pointing it out, Rune.
>
>Thanks for fixing it.
>
>How about the other camera transform bug?
>
>Transformations that involve translations (including translations done using
>matrices) are handled incorrectly.
Okay, you're right. It's not a precision thing. It might be more
interesting to fix. The problem is that those transformations are
applied to four vectors: location, direction, up, and right. Of
those four vectors, only one is world-relative and should be
translated (though scale and rotate and presumably shear should apply
to all of them.)
That should be relatively easy to fix as well.
--
plane{-z,-3normal{crackle scale.2#local a=5;#while(a)warp{repeat x flip x}rotate
z*60#local a=a-1;#end translate-9*x}pigment{rgb 1}}light_source{-9red 1rotate 60
*z}light_source{-9rgb y rotate-z*60}light_source{9-z*18rgb z}text{ttf"arial.ttf"
"RP".01,0translate-<.6,.4,.02>pigment{bozo}}light_source{-z*3rgb-.2}//Ron Parker
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
On 11 Sep 2001 15:53:55 -0400, Ron Parker wrote:
>interesting to fix. The problem is that those transformations are
>applied to four vectors: location, direction, up, and right. Of
>those four vectors, only one is world-relative and should be
>translated (though scale and rotate and presumably shear should apply
>to all of them.)
>
>That should be relatively easy to fix as well.
Okay, that one's fixed too. Thanks for pointing it out.
--
#local R=rgb 99;#local P=R-R;#local F=pigment{gradient x}box{0,1pigment{gradient
y pigment_map{[.5F pigment_map{[.3R][.3F color_map{[.15red 99][.15P]}rotate z*45
translate x]}]#local H=pigment{gradient y color_map{[.5P][.5R]}scale 1/3}[.5F
pigment_map{[.3R][.3H][.7H][.7R]}]}}}camera{location.5-3*z}//only my opinions
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
| |
|
|
"Ron Parker" wrote:
> Okay, that one's fixed too.
Thanks!
Rune
--
3D images and anims, include files, tutorials and more:
Rune's World: http://rsj.mobilixnet.dk (updated June 26)
POV-Ray Users: http://rsj.mobilixnet.dk/povrayusers/
POV-Ray Webring: http://webring.povray.co.uk
Post a reply to this message
|
|
| |
| |
|
|
|
|
| |
|
|