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"Sven Littkowski" <sve### [at] jamaica-focuscom> wrote in message
news:44609aba$1@news.povray.org...
> What does the #local keyword help me within the SDL if the OS overwrites
> different files with new ones having the same name?
A simple example... Let's say you've got two files, each defining two
different objects (space ships, I gather, in your case):
File #1:
#local MyTexture = texture{ ... Lotsastuff ... }
#declare Ship001 =
union {
blah blah blah
texture {MyTexture}
}
File #2:
#local MyTexture = texture { ... Different Lotsastuff ... }
#declare Ship002 =
union {
blah blah blah
texture {MyTexture}
}
Now, you've got to have a main scene file somewhere to utilize these neat-o
ships, right?
Main File:
object {Ship001}
object {Ship002}
These ships will come out with different textures, even though the actual
files (#1 and #2) have the SAME texture names. That's all Warp is saying.
Take a look at the docs for more info about the #local vs. #declare
differences.
It sounds, though, like you may be hinting at having include files that only
include the *textures* for other people to use. A texture repository,
instead of an object repository. Notice in the example above, the
'#declare'd ships must have different names (001 vs 002). If you're looking
at giving a bunch of users access to pre-defined textures, then you'll need
unique texture names (as you have been saying). But Warp's point is that
you can simply make sure each object (spacecraft) has a unique name, and
require everybody to use #local variables when they create their object.
Then, it doesn't matter if two people both define 'CoolBlue' in their
objects... the local variable space will treat each one separately.
- How
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