POV-Ray : Newsgroups : povray.general : Any 3D realtime engines for Pov-ray Server Time
7 Aug 2024 15:16:17 EDT (-0400)
  Any 3D realtime engines for Pov-ray (Message 1 to 6 of 6)  
From: Eduardo
Subject: Any 3D realtime engines for Pov-ray
Date: 2 Aug 2001 11:44:19
Message: <3b697553$1@news.povray.org>
Pov-ray rules but I would like to use a realtime engine for
it. Are there any? Free?


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From: Warp
Subject: Re: Any 3D realtime engines for Pov-ray
Date: 2 Aug 2001 12:02:21
Message: <3b69798d@news.povray.org>
Eduardo <edu### [at] terraes> wrote:
: Pov-ray rules but I would like to use a realtime engine for
: it. Are there any? Free?

  Nope.

  Moreover, there are no other programs which support 100% of POV-Ray files
(not even 10% I would say).

-- 
#macro N(D,I)#if(I<6)cylinder{M()#local D[I]=div(D[I],104);M().5,2pigment{
rgb M()}}N(D,(D[I]>99?I:I+1))#end#end#macro M()<mod(D[I],13)-6,mod(div(D[I
],13),8)-3,10>#end blob{N(array[6]{11117333955,
7382340,3358,3900569407,970,4254934330},0)}//                     - Warp -


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From: Bill DeWitt
Subject: Re: Any 3D realtime engines for Pov-ray
Date: 5 Aug 2001 16:02:15
Message: <3b6da647$1@news.povray.org>
"Eduardo" <edu### [at] terraes> wrote in message
news:3b697553$1@news.povray.org...
> Pov-ray rules but I would like to use a realtime engine for
> it. Are there any? Free?

     I am pretty sure the answer is no. Or, you could say that POV-Ray -is-
a real time renderer... it's just that our machines are too slow.


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From: Jamie Davison
Subject: Re: Any 3D realtime engines for Pov-ray
Date: 5 Aug 2001 16:41:20
Message: <MPG.15d7c0658af61dd59899b3@news.povray.org>
On Thu, 2 Aug 2001 17:46:02 +0200, Eduardo wrote...
> Pov-ray rules but I would like to use a realtime engine for
> it. Are there any? Free?

Not free.

The closest I can think of something close to what you may be looking for 
is Moray, but that's a modeller, and not strictly a realtime engine, 
although with a beefy enough PC and 3d hardware, then the OpenGl preview 
may come close to a realtime engine. But you still need to render out to 
good old fashioned POV for your final image.

Bye for now,
     Jamie.


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From: Tom Melly
Subject: Re: Any 3D realtime engines for Pov-ray
Date: 8 Aug 2001 08:58:04
Message: <3b71375c@news.povray.org>
"Bill DeWitt" <bde### [at] cflrrcom> wrote in message
news:3b6da647$1@news.povray.org...

>      I am pretty sure the answer is no. Or, you could say that POV-Ray -is-
> a real time renderer... it's just that our machines are too slow.

.... or you haven't drunk enough beer.


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From: Nekar Xenos
Subject: Re: Any 3D realtime engines for Pov-ray
Date: 8 Aug 2001 09:29:14
Message: <3b713eaa@news.povray.org>
scale.01 }#end pigment{rgbt 1}interior{media{emission <2,4,5>*5}}hollow}
"Eduardo" <edu### [at] terraes> wrote in message
news:3b697553$1@news.povray.org...
> Pov-ray rules but I would like to use a realtime engine for
> it. Are there any? Free?

There was a post about real-time rendering a few months ago, here's a reply I
got:

----- Original Message -----
From: "Thorsten Froehlich" <tho### [at] trfde>
Newsgroups: povray.general
Sent: 03 April 2001 20:45 PM
Subject: Re: Real-time raytracing...


> In article <3ac9687d@news.povray.org> , "Nekar Xenos"
> <vir### [at] iconcoza> wrote:
>
> > Can you post a sample? This sounds plausible, so it would be nice to see it
> > work  =)
>
> You have the sample code already.  Just look into the file povray.c in
> the source distribution.  Follow it through once and call all the init
> code.  Then just change the function FrameRender (povray.c) and merge it
> with a modified version of function Start_Non_Adaptive_Tracing
> (render.c) or call trace_pixel directly.  It is really easy and there is
> not much work needed at all.  For example, take all the code and then
> you should get an order like this:
>
>  COLOUR col;
>
>  ...
>  init_vars();
>  ...
>  // build your scene here
>  ...
>  Initialize_xxx
>  ...
>  Initialize_Renderer();
>
>  for(y...)
>  {
>   for(x...)
>   {
>    trace_pixel(x, y, col); // col contains the colour of the pixel
>   }
>  }
>
>  Deinitialize_xxx
>  ...
>
> To find out how to construct objects manually, just take a look into the
> Create_xxx (xxx = object name) methods in the individual source files.
> For example, this creates a point light source:
>
>  LIGHT_SOURCE *gLight;
>
>  // light_source
>  // {
>  //  <-100, 80, -100>
>  //  color rgb 1.2
>  // }
>  gLight = Create_Light_Source();
>  Make_Vector(gLight->Center, -100.0, 80.0, -100.0);
>  Make_Colour(gLight->Colour, 1.2, 1.2, 1.2);
>  Post_Process((OBJECT *)gLight, NULL);
>  Link_To_Frame((OBJECT *)gLight);
>
> You can manipulate the light source easily by changing its center.
>
> As for everything else, well, now you know how to get started - most of
> the fun with POV-Ray is playing around with the source code :-)
>
>
>       Thorsten
>
>


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