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From: Peter Hertel
Subject: Why doesn't this work (some #declare stuff)
Date: 30 Oct 1999 11:57:38
Message: <381b1572@news.povray.org>
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I can't get thit to work... anyone know why??
I get an error : RValue to declare expected but cubic_spline found instead.
But why does it pass linear_spline? This works if you #declare font names..
why not this? I'm trying to make some system for making test renderings
easy. I'm not very good at povray, so I would appreciate a easy to
understand answer, not that I usually don't get it.. Thanks!
Btw.. anyone got a nice plastic finish? Like the one on computers.
#include "colors.inc"
#declare Test = 0;
#if (Test)
#declare screen_text = texture {pigment {White}}
#declare Spline = linear_spline;
#else
#declare screen_text = texture {pigment {White} finish {diffuse 0.3
reflection 0.3 specular 0.7}
#declare Spline = cubic_spline;
#end
camera{
location <20,60,-50>
look_at <20,22,0>
}
light_source{<20,50,-100> White}
box{<0,6,0>,<40,44,6> texture{screen_text}}
prism{Spline 6,44,6 <0,0>,<0,0>,<40,0>,<20,-1.5>,<0,0>,<0,0> texture
{screen_text}}
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From: Robert Chaffe
Subject: Re: Why doesn't this work (some #declare stuff)
Date: 30 Oct 1999 12:16:03
Message: <381b19c3@news.povray.org>
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Missing curly brace, perhaps?
Replace the following declaration:
#declare screen_text = texture {pigment {White} finish {diffuse 0.3
reflection 0.3 specular 0.7}
with this one:
#declare screen_text = texture {pigment {White} finish {diffuse 0.3
reflection 0.3 specular 0.7} }
(Note the last curly brace to close the texture block.)
rc
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It passes by the line that declares linear_spline because of the #if
statement.
#include "colors.inc"
#declare Test = 0;//0 is the same as false
#if (Test)
//because Test is 0, all this stuff is ignored and the #else
block is used instead.
#declare screen_text = texture {pigment {White}}
//You can't declare a variable as linear_spline! But this block
is ignored, so it doesn't matter.
#declare Spline = linear_spline;
#else
#declare screen_text = texture {pigment {White} finish {diffuse
0.3
reflection 0.3 specular 0.7}
//You can't declare a variable as cubic_spline!
#declare Spline = cubic_spline;
#end
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From: Peter Hertel
Subject: SV: Why doesn't this work (some #declare stuff)
Date: 30 Oct 1999 13:53:09
Message: <381b3085@news.povray.org>
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I have to write it like this then... makes it a bit more difficult, but
thanks a lot..
well... I use an include file, so I just added the finish in the mail
manually without test rendering.. that's why the last } weren't there :)
#declare Test = 1;
#if (Test)
#declare screen_text = texture {pigment {White}}
#else
#declare screen_text = texture {Plastic_White}
#end
camera{
location <20,60,-50>
look_at <20,22,0>
}
light_source{<20,50,-100> White}
box{<0,6,0>,<40,44,6> texture{screen_text}}
#if (Test)
prism{linear_spline 6,44,4 <0,0>,<40,0>,<20,-1.5>,<0,0> texture
{screen_text}}
#else
prism{cubic_spline 6,44,6 <0,0>,<0,0>,<40,0>,<20,-1.5>,<0,0>,<0,0> texture
{screen_text}}
#end
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Why not something like this instead of duplicating all that prism code?:
prism{
6,44,6 <0,0>,<0,0>,<40,0>,<20,-1.5>,<0,0>,<0,0>
#if (Test) linear_spline #else cubic_spline #end
texture {screen_text}
}
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From: Peter Hertel
Subject: SV: SV: Why doesn't this work (some #declare stuff)
Date: 31 Oct 1999 08:58:24
Message: <381c4b00@news.povray.org>
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won't work... I think spline have to be at the start of prism..
Chris Huff <chr### [at] yahoocom> wrote in message
news:381B3754.B974ACCE@yahoo.com...
> Why not something like this instead of duplicating all that prism code?:
>
> prism{
> 6,44,6 <0,0>,<0,0>,<40,0>,<20,-1.5>,<0,0>,<0,0>
> #if (Test) linear_spline #else cubic_spline #end
> texture {screen_text}
> }
>
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