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Thanks, How Camp, for your answer.
I understand now much better the sense of the #local keyword. But that would
apply only to texture names within the SDL, but not to the filenames itself
(*.jpg, *.png, etc.).
And my concern is just the file name on the harddrive. Because if the
texture JPGs aren't saved on the harddrive, it just won't work and I end up
being the beta tester for all kind of error messages! :-)
No, again: the problem is not the texture name within the SDL, but the file
names of texture graphics supplied by each artist. And I, personally, don't
have fun to work with many different folders - I prefer just one folder for
all POV-Ray texture graphic files.
Greetings to everyone,
Sven
"How Camp" <hac### [at] gmailcom> schrieb im Newsbeitrag
news:4460a919$1@news.povray.org...
>
> "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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