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Once upon a time (2010), I uploaded a version of rlp to the Object Collection,
but the file was corrupted. I now post it here, hoping that its integrity will
remain intact.
Included in the zip should be 7 scene files, an html help file, and the .inc
itself.
Sam
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Attachments:
Download 'rlp02.zip' (16 KB)
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Oh yeah, for people who haven't heard, rlp produces objects similar to
traditional prisms. It's pretty much like working with a linear_spline prism,
except that you can add roundness to each corner and give the object beveling.
(And you define points as arrays).
Here's a link to my v0.2 announcement:
http://news.povray.org/povray.object-collection/message/%3C4c9d5435%40news.povray.org%3E/#%3C4c9d5435%40news.povray.org
%3E
Attached is a demo image I never posted (I think). It shows off the the sharp
corners and multiple beveling capabilities of v0.2. It's one rlp object copied,
translated and rotated.
Sam
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Attachments:
Download 'rlp_demo.jpg' (48 KB)
Preview of image 'rlp_demo.jpg'
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"Samuel Benge" <stb### [at] hotmailcom> wrote:
> It's one rlp object copied, translated and rotated.
Oops, it was *not* rotated. I shouldn't type on autopilot :)
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>
> Attached is a demo image I never posted (I think).
This looks fabulous. Thanks for posting the code again (and the link to your
earlier demo image.)
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Thanks Sam! Excellent stuff.
Note:
In rlp_Shapes.pov, the object square is not allowed. It should be
Square, as it otherwise refers to the square pattern.
Always better to use upper case letters to start ;-)
Thomas
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Thanks guys!
Thomas de Groot <tho### [at] degrootorg> wrote:
> Note:
> In rlp_Shapes.pov, the object square is not allowed. It should be
> Square, as it otherwise refers to the square pattern.
>
> Always better to use upper case letters to start ;-)
Version 0.2 was released before I started using uppercase letters for
everything. Somebody once mentioned how even seasoned povvers sometimes use
lowercase letters for their variables, and how said case might eventually
interfere with POV's reserved keywords, so I've tried to use uppercase ones ever
since. I might have to release another version simply for that :)
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"Samuel Benge" <stb### [at] hotmailcom> wrote:
>
> Version 0.2 was released before I started using uppercase letters for
> everything. Somebody once mentioned how even seasoned povvers sometimes use
> lowercase letters for their variables, and how said case might eventually
> interfere with POV's reserved keywords, so I've tried to use uppercase ones ever
> since. I might have to release another version simply for that :)
OMG, I almost never use capital letters for variables :-O
But then again, my variable names are almost never as simple as
#declare aaa = 45;
They're partial sentences(!)--like...
#declare rotation_for_my_cylinder_object_around_ground_heightfield = 45;
Lots of typing of course--thank God for cut-and-paste! ;-)
But for me, this removes a 'level of abstraction' in my scene code, so I easily
know where to go when there's a problem, or I want to change something without
having to think too hard about it.
The trouble comes if I want to post my code--then I have to go back and
*simplify* the names. Using capital letters for that is probably a very good
idea!
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On 7-3-2013 8:29, Kenneth wrote:
> "Samuel Benge" <stb### [at] hotmailcom> wrote:
>
>>
>> Version 0.2 was released before I started using uppercase letters for
>> everything. Somebody once mentioned how even seasoned povvers sometimes use
>> lowercase letters for their variables, and how said case might eventually
>> interfere with POV's reserved keywords, so I've tried to use uppercase ones ever
>> since. I might have to release another version simply for that :)
I regularly have to remind myself too...
>
> OMG, I almost never use capital letters for variables :-O
You have sinned against the First Rule of POV-Ray ;-)
>
> But then again, my variable names are almost never as simple as
> #declare aaa = 45;
> They're partial sentences(!)--like...
> #declare rotation_for_my_cylinder_object_around_ground_heightfield = 45;
>
> Lots of typing of course--thank God for cut-and-paste! ;-)
>
> But for me, this removes a 'level of abstraction' in my scene code, so I easily
> know where to go when there's a problem, or I want to change something without
> having to think too hard about it.
I know what you mean. While not as extreme as your example, I often use
long words too.
>
> The trouble comes if I want to post my code--then I have to go back and
> *simplify* the names. Using capital letters for that is probably a very good
> idea!
Absolutely.
Thomas
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"Kenneth" <kdw### [at] gmailcom> wrote:
> But then again, my variable names are almost never as simple as
> #declare aaa = 45;
> They're partial sentences(!)--like...
> #declare rotation_for_my_cylinder_object_around_ground_heightfield = 45;
>
> [snip]
>
> The trouble comes if I want to post my code--then I have to go back and
> *simplify* the names. Using capital letters for that is probably a very good
> idea!
Nothing wrong with long variable names. It's not like we're using FORTRAN IV
with 4096 bytes of RAM. I think it will matter only if you're posting a
library, where the users will be frequently typing your variable names into
their scene files.
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Thanks, Sam!
Note to Linux and Unix users: the file rlp_Bevels&Types.pov has to be quoted in
order to render. E.g.:
povray 'rlp_Bevels&Types.pov' +a
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