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nLewis wrote:
>
> It's so simple, it can be done with a little patch if anyone wants to -
> How about having a command for POV to print out the post-preprocessed file -
> that is, the parsed file - so that if you have tons of macros and while's
> and if's you can generate a parsed file with a single command and quickly
> render an animation without re-parsing?
> Or just saving time?
> Or using the same file with minor changes?
> Or making a POV X.X scene backwards compatible easily? (If it has functions
> like trace())
> Or just for fun?
> this must be pretty easy to implement.
Your asking for a kind of POB format (text readable, but still same as POB).
It could be done at the end of the parsing, running through each object,
if you add a function for each object & pigment & finish & interior & ...
that would get its data structures and produces a text output.
Beware, you might save parsing time (next time) but not space.
(a small set of #while can save you millions of lines).
Interestingly, it might convert all meshes in mesh2 format...
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nLewis <noa### [at] writemecom> wrote:
: It's so simple, it can be done with a little patch if anyone wants to -
: How about having a command for POV to print out the post-preprocessed file -
: that is, the parsed file - so that if you have tons of macros and while's
: and if's you can generate a parsed file with a single command and quickly
: render an animation without re-parsing?
So if you have a 1-kilobyte pov-file which creates a million spheres,
you'll end up with a 50-megabyte parsed file?
And this idea about having a byte-compiled version of the scene has been
already discussed 100 times before. It is possible, but not simple.
--
#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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Here's another little idea then.
It would be a nice shortcut to be able to open an .inc file from within
the .pov file by Control-Clicking on the name of the .inc file in the
source.
But maybe that is a platform specific idea, I don't know.
--
Tom Stone
Domarebacken 42, 14557 Norsborg, Sweden
Phone: Int+46 8 5318 4318, Tel: 08-5318 4318
http://home5.swipnet.se/~w-52256/index.htm
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On Fri, 30 Nov 2001 03:13:27 +0100, Tom Stone wrote:
> Here's another little idea then.
>
> It would be a nice shortcut to be able to open an .inc file from within
> the .pov file by Control-Clicking on the name of the .inc file in the
> source.
>
> But maybe that is a platform specific idea, I don't know.
It is, just because there's no cross-platform editor. But if you had
a real computer (snerk!) you'd be able to right-click and select "open
whatever.inc" from the menu.
--
#local R=rgb 99;#local P=R-R;#local F=pigment{gradient x}box{0,1pigment{gradient
y pigment_map{[.5F pigment_map{[.3R][.3F color_map{[.15red 99][.15P]}rotate z*45
translate x]}]#local H=pigment{gradient y color_map{[.5P][.5R]}scale 1/3}[.5F
pigment_map{[.3R][.3H][.7H][.7R]}]}}}camera{location.5-3*z}//only my opinions
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"nLewis" <noa### [at] writemecom> wrote in message
news:3c0411df@news.povray.org...
> It's so simple, it can be done with a little patch if anyone wants to -
> How about having a command for POV to print out the post-preprocessed
file -
> that is, the parsed file - so that if you have tons of macros and while's
> and if's you can generate a parsed file with a single command and quickly
> render an animation without re-parsing?
> Or just saving time?
> Or using the same file with minor changes?
> Or making a POV X.X scene backwards compatible easily? (If it has
functions
> like trace())
> Or just for fun?
> this must be pretty easy to implement.
>
> may your beard grow long and prosper,
> Noam Lewis.
AFAIK, you can do this with the preprocessor from gcc. Unfortunately, I
don't remember how :)
...Chambers
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"Ben Chambers" <bdc### [at] hotmailcom> wrote :
> >
> > may your beard grow long and prosper,
> > Noam Lewis.
>
> AFAIK, you can do this with the preprocessor from gcc. Unfortunately, I
> don't remember how :)
Just had to point out this personal hygiene tip.
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In article <tom### [at] d212-151-227-115swipnetse> ,
tom### [at] swipnetse (Tom Stone) wrote:
> Here's another little idea then.
>
> It would be a nice shortcut to be able to open an .inc file from within
> the .pov file by Control-Clicking on the name of the .inc file in the
> source.
>
> But maybe that is a platform specific idea, I don't know.
In the Mac version you can open the file via the #include file menu of the
currently open window. No double-clicking yet, but very close.
As far the Windows version, I _think_ this feature is already there, but i
don't know for sure how it works.
Thorsten
____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trfde
Visit POV-Ray on the web: http://mac.povray.org
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Thorsten Froehlich <tho### [at] trfde> wrote:
: As far the Windows version, I _think_ this feature is already there, but i
: don't know for sure how it works.
It is there and it works. Right-click and select 'Open "whatever.inc"' from
the menu.
In fact, it's a quite handy feature.
--
#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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On Wed, 28 Nov 2001 00:21:48 +0200, "nLewis"
<noa### [at] writemecom> wrote:
>It's so simple, it can be done with a little patch if anyone wants to -
>How about having a command for POV to print out the post-preprocessed file -
>that is, the parsed file - so that if you have tons of macros and while's
>and if's you can generate a parsed file with a single command and quickly
>render an animation without re-parsing?
snip
What would you do about a .pov file that generates a
.pov/.inc file and then includes it?
Pete
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Pet### [at] nymaliasnetalmost wrote:
> What would you do about a .pov file that generates a
> .pov/.inc file and then includes it?
The only sane approach I can thing of is to dump the rendered object structure,
once the whole scene has been parsed.
That's asking for a kind of binary-like format.
it would therefore avoid any fancy thing such as file I/O and
clock setting... it would just be a kind of canonical scene format.
It would be pretty verbose, and a probable loss of precision is expected,
unless you print all doubles to the last significant digit.
(with error rounding in printing in base 10 a base 2 number).
It's worthless to speed up animation parsing, because there would
be a different huge file for each clock values.
It might be usefull for distributed rendering of the same scene,
but it's a bit extreme.
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