POV-Ray : Newsgroups : povray.general : Povray script to OpenGL? Server Time
4 Aug 2024 18:20:42 EDT (-0400)
  Povray script to OpenGL? (Message 1 to 10 of 23)  
Goto Latest 10 Messages Next 10 Messages >>>
From: Christian Liesch
Subject: Povray script to OpenGL?
Date: 25 Mar 2003 04:16:57
Message: <20030325101656.32f6c5b0.liesch@gmx.ch>
Hi all,

I'm looking for a program that could translate a povray script to OpenGL C sources. Is
there a way to do that? Else is there perhaps a povray script OpenGL interpreter?

Best regards,
Christian


Post a reply to this message

From: Tom Melly
Subject: Re: Povray script to OpenGL?
Date: 25 Mar 2003 04:26:30
Message: <3e8020c6$1@news.povray.org>
"Christian Liesch" <lie### [at] gmxch> wrote in message
news:200### [at] gmxch...
> Hi all,
>
> I'm looking for a program that could translate a povray script to OpenGL C
sources. Is there a way to do that? Else is there perhaps a povray script OpenGL
interpreter?
>

I'm tempted to say 'forget it', but I've been caught out on that once before.
Instead, I'll point you to Warp's VFAQ:
http://www.students.tut.fi/~warp/povQandT/

and the specific bit you should read is:
http://www.students.tut.fi/~warp/povQandT/filesQandT.html#povtootherformatsdiffi
culty


Post a reply to this message

From: Christian Liesch
Subject: Re: Povray script to OpenGL?
Date: 25 Mar 2003 04:38:58
Message: <20030325103857.197524a9.liesch@gmx.ch>
Hmmm, not very encouraging :-P

To model a povray figure is very easy (readable text file, cause it is a script) and
cheap, so I thought I'm surely not the only one how wishes to have a translation to an
other format (rapid prototyping as a catchword). Just a subset of the povray script
would help. But ok, perhaps this is impossible, but don't give up - not now :-)

thanx and best regards,
Christian

On Tue, 25 Mar 2003 09:26:30 -0000
"Tom Melly" <tom### [at] tomandlucouk> wrote:

> "Christian Liesch" <lie### [at] gmxch> wrote in message
> news:200### [at] gmxch...
> > Hi all,
> >
> > I'm looking for a program that could translate a povray script to OpenGL C
> sources. Is there a way to do that? Else is there perhaps a povray script OpenGL
> interpreter?
> >
> 
> I'm tempted to say 'forget it', but I've been caught out on that once before.
> Instead, I'll point you to Warp's VFAQ:
> http://www.students.tut.fi/~warp/povQandT/
> 
> and the specific bit you should read is:
> http://www.students.tut.fi/~warp/povQandT/filesQandT.html#povtootherformatsdiffi
> culty
> 
>


Post a reply to this message

From: Tom Melly
Subject: Re: Povray script to OpenGL?
Date: 25 Mar 2003 06:01:47
Message: <3e80371b$1@news.povray.org>
"Christian Liesch" <lie### [at] gmxch> wrote in message
news:200### [at] gmxch...
> Hmmm, not very encouraging :-P

No, but understandable. As you say, a subset is possible, but translating a
complex CSG which uses macros to construct it's geometry? Iso-surfaces? Yeech.


Post a reply to this message

From: Warp
Subject: Re: Povray script to OpenGL?
Date: 25 Mar 2003 07:01:35
Message: <3e80451f@news.povray.org>
Tom Melly <tom### [at] tomandlucouk> wrote:
> No, but understandable. As you say, a subset is possible, but translating a
> complex CSG which uses macros to construct it's geometry? Iso-surfaces? Yeech.

  Actually tesselating an isosurface is not difficult (eg. using the
triangle marching algorithm).
  Tesselating CSG is a bit more difficult, but not impossible.
  However, POV-Ray can also handle infinite non-flat surfaces (such as
infinite paraboloids and hyperboloids) which can't be tesselated (you
simply can't create an infinite amount of triangles).

-- 
plane{-x+y,-1pigment{bozo color_map{[0rgb x][1rgb x+y]}turbulence 1}}
sphere{0,2pigment{rgbt 1}interior{media{emission 1density{spherical
density_map{[0rgb 0][.5rgb<1,.5>][1rgb 1]}turbulence.9}}}scale
<1,1,3>hollow}text{ttf"timrom""Warp".1,0translate<-1,-.1,2>}//  - Warp -


Post a reply to this message

From: Tom Melly
Subject: Re: Povray script to OpenGL?
Date: 25 Mar 2003 08:46:02
Message: <3e805d9a$1@news.povray.org>
"Warp" <war### [at] tagpovrayorg> wrote in message news:3e80451f@news.povray.org...

> infinite paraboloids and hyperboloids) which can't be tesselated (you
> simply can't create an infinite amount of triangles).

JOOC, how does pov handle infinities? Okay, the concept of an infinite plane is
easy enough, but at what distance does pov stop trying to find intersections
between the surface and the ray?


Post a reply to this message

From: ABX
Subject: Re: Povray script to OpenGL?
Date: 25 Mar 2003 09:01:59
Message: <v1o08vs3i168mrihk5qt4o8lu8q3hrdvt0@4ax.com>
On Tue, 25 Mar 2003 13:46:01 -0000, "Tom Melly" <tom### [at] tomandlucouk> wrote:
> JOOC, how does pov handle infinities?

Mathematically. The shapes are usually stored just like they are defined in SDL.

ABX


Post a reply to this message

From: Tom Melly
Subject: Re: Povray script to OpenGL?
Date: 25 Mar 2003 09:19:05
Message: <3e806559$1@news.povray.org>
"ABX" <abx### [at] abxartpl> wrote in message
news:v1o08vs3i168mrihk5qt4o8lu8q3hrdvt0@4ax.com...
> On Tue, 25 Mar 2003 13:46:01 -0000, "Tom Melly" <tom### [at] tomandlucouk> wrote:
> > JOOC, how does pov handle infinities?
>
> Mathematically. The shapes are usually stored just like they are defined in
SDL.
>

Sorry, I should have been clearer (or, if your answer is complete, perhaps you
should ;).

Whilst internally POV can "see" that the shapes are infinite, at the trace-level
POV must give up at some distance, otherwise (afaics) any scene with an infinite
object might take forever to trace. I suppose another way of putting it is "what
bounding box does pov apply to infinite shapes?".


Post a reply to this message

From: Christian Liesch
Subject: Re: Povray script to OpenGL?
Date: 25 Mar 2003 09:30:55
Message: <20030325153055.4b9ba653.liesch@gmx.ch>
On Tue, 25 Mar 2003 11:01:47 -0000
"Tom Melly" <tom### [at] tomandlucouk> wrote:

> "Christian Liesch" <lie### [at] gmxch> wrote in message
> news:200### [at] gmxch...
> > Hmmm, not very encouraging :-P
> 
> No, but understandable. As you say, a subset is possible, but translating a
> complex CSG which uses macros to construct it's geometry? Iso-surfaces? Yeech.
> 
> 

Of course just a subset:
- differences
- unions
- box
- cylinder
- scaling, translation, rotation

Ok. I just wonder that there is no convertion to any other Graphical system, cause
povray is a realy easy to use tool to build up modells and best of all it is a clear
text script not a binary...

In the meantime I found a Project, which convert a povray script into gts and stl, but
it can not handle scaling. So I have to program something addional stuff for it.

http://www.kritzner.de/

regards, Chrsitian


Post a reply to this message

From: James Taylor
Subject: Re: Povray script to OpenGL?
Date: 25 Mar 2003 10:03:37
Message: <3e806fc9$1@news.povray.org>
Maybe this will be of some use to you (copied from pov.bins.utils):

"Wolfgang Thaller" <wol### [at] gmxnet> wrote in message
news:3c82b64c$1@news.povray.org...
> I've just released a new freeware utility program
> that might interest you:
> http://www.kfunigraz.ac.at/imawww/thaller/wolfgang/vop-intro.html
>
> VOP is a program that parses POV-Ray scene
> description files and renders them using OpenGL.
> While the resulting 3D images are not as nice as
> POV-Ray's, VOP is anywhere from five to two thousand
> times faster (depending on situation and measurement
> method).
>
> As you can imagine, this can be very practical for
> designing scenes and animations. The downside is that
> it doesn't yet support the entire scene description
> language - but I think it already supports more of it
> than any other program besides POV-Ray itself.
>
> There's a Windows compile available and I could probably
> compile a version for RedHat Linux 7.1, too, if somebody
> really wants it.
>
> I'm looking forward to your feedback.
>
> Cheers,
>
> Wolfgang Thaller
>


jim


Post a reply to this message

Goto Latest 10 Messages Next 10 Messages >>>

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.