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"Hasan3" <PRO### [at] Yahoo com> wrote in message
news:web.432ee4493328c055463224060@news.povray.org...
> There isn't any binary file on your page. Where is it?
>
Sorry, first timer here with designing web pages. Should be fixed now.
Dave.
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I gave this patch a go and one feature that I liked was the update
camera option on the opengl window. This would be useful for tweaking
your camera placement in real time, instead of running render after
render of trials. You could add the movement of objects and lights, but
then you are probably rebuilding Moray.
Isn't it customary to name a patch executable something other than
pvengine? That way people aren't overwriting their original pov engine
or having to rename it themselves.
Its looking good so far David. I'm sure you will have more believers as
you add features and complete this project.
Skip
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Skip Talbot wrote:
> Its looking good so far David. I'm sure you will have more believers as
> you add features and complete this project.
OK, it's sounding more and more interesting, but could we please get a
but more information on it? Including screenshots? I'm starting to get
some idea of whats going on from following the thread but as I don't use
windows I can't play :)
Cheers!
Rick Measham
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On Tue, 20 Sep 2005 17:12:27 +1000, Rick Measham <rickm*at%isite.net.au>
wrote:
> could we please get a
> but more information on it? Including screenshots?
...and with differences, advantages, disadvantages to
http://www.daylongraphics.com/other/povray/patches/ ?
I guess POV version is one thing.
ABX
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"Skip Talbot" <Ski### [at] aol com> wrote in message
news:432f8650$1@news.povray.org...
>I gave this patch a go and one feature that I liked was the update camera
>option on the opengl window. This would be useful for tweaking your camera
>placement in real time, instead of running render after render of trials.
>You could add the movement of objects and lights, but then you are probably
>rebuilding Moray.
>
> Isn't it customary to name a patch executable something other than
> pvengine? That way people aren't overwriting their original pov engine or
> having to rename it themselves.
>
> Its looking good so far David. I'm sure you will have more believers as
> you add features and complete this project.
>
> Skip
Thanks Skip for your kind comments. Really I made it to reduce
some of the trial and error(tweak, render, re-tweak, ...) stage of making
a scene in SDL(which I love to use).
I added the transform option only because it was relatively easy to
implement.
I'm not sure it has much use either.
Once I decide on a export format that will be the next feature.
Any ideas on which format to use ?
Thanks again,
Dave.
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"Rick Measham" <rickm*at%isite.net.au> wrote in message
news:432fb657$1@news.povray.org...
> OK, it's sounding more and more interesting, but could we please get a but
> more information on it? Including screenshots? I'm starting to get some
> idea of whats going on from following the thread but as I don't use
> windows I can't play :)
It's only due to my lack of time and patience that there isn't more of a web
page
or any other documentation. I'll try to post some screenshots.
Yes, sadly it's only windows for now. When I started this project I was just
learning opengl and *knew* that it was platform independent. But again I
did'nt
have the time to develop in linux at the same time. A linux version I
beleive is
entirely possible using a cross-platform window library. In the future...
Dave.
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"ABX" <abx### [at] abx art pl> wrote in message
news:a4fvi1h7k5p8plq7sbg0canba4khv6kss9@4ax.com...
> On Tue, 20 Sep 2005 17:12:27 +1000, Rick Measham <rickm*at%isite.net.au>
> wrote:
>> could we please get a
>> but more information on it? Including screenshots?
>
> ...and with differences, advantages, disadvantages to
> http://www.daylongraphics.com/other/povray/patches/ ?
> I guess POV version is one thing.
>
Here's some differrences to that patch.
GLP - has interactive view(orbit, pan, zoom, ...).
- does wireframe and solid faces.
- allows multiple camera definitions in scene file
- has a keyword that controls density of generated mesh.
Dave.
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David Curtis wrote:
>
> Here's some differrences to that patch.
> GLP - has interactive view(orbit, pan, zoom, ...).
> - does wireframe and solid faces.
> - allows multiple camera definitions in scene file
> - has a keyword that controls density of generated mesh.
>
Let me see i understand this right - you parse the scene as usual but
instead of rendering you generate an OpenGL scene from the parsed scene
file, display it and allow to modify the camera?
First of all it would of course be important to what extent the OpenGL
view resembles the parsed scene. What shapes, light sources and cameras
are aupported? Does it support texturing of some sort? How does it do CSG?
And the most important: How does the interactive view work? Do you
modify the camera data and use it when rendering afterwards or do you
modify the scene file with the changed camera parameters? Or do the
changed camera parameters have to be inserted into the scene manually?
Christoph
--
POV-Ray tutorials, include files, Landscape of the week:
http://www.tu-bs.de/~y0013390/ (Last updated 24 Jul. 2005)
MegaPOV with mechanics simulation: http://megapov.inetart.net/
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"Christoph Hormann" <chr### [at] gmx de> wrote in message
news:dgore1$6fm$1@chho.imagico.de...
> David Curtis wrote:
>>
>> Here's some differrences to that patch.
>> GLP - has interactive view(orbit, pan, zoom, ...).
>> - does wireframe and solid faces.
>> - allows multiple camera definitions in scene file
>> - has a keyword that controls density of generated mesh.
>>
>
> Let me see i understand this right - you parse the scene as usual but
> instead of rendering you generate an OpenGL scene from the parsed scene
> file, display it and allow to modify the camera?
While the scene is parsed an opengl window is displaying objects as they are
parsed. After parsing the normal rendering takes place. A tab control lets
you switch between render and opengl views, during rendering and after.
> First of all it would of course be important to what extent the OpenGL
> view resembles the parsed scene. What shapes, light sources and cameras
> are aupported? Does it support texturing of some sort? How does it do
> CSG?
Camera matching is currently limited to a 1.333 width-to-height aspect
ratio. The most common that I use.
Currently supported objects are: boxes, spheres, cylinders, cones, mesh,
mesh2, heightfield and isosurface. Point light sources and perspective
camera only for the moment.
No texturing. OpenGL color is taken from pigment. In case of a patterned
texture use of the quick_colour token is supported. With a toggle button you
can switch all objects to user-definable color.
No CSG. (probably ever) Component objects are displayed fully, no trimming,
etc.
> And the most important: How does the interactive view work? Do you modify
> the camera data and use it when rendering afterwards or do you modify the
> scene file with the changed camera parameters? Or do the changed camera
> parameters have to be inserted into the scene manually?
Of course Frame.Camera is destroyed after rendering, so I keep a copy of
camera *definitions* (currently stores up to 8 cameras from scene file),
which can be modified in the opengl window. You can paste the opengl camera
def into the scene file, or you can render opengl view by menu command to
render whaterver is displayed in opengl, without modifying scene file. The
render view code is not complete(actually broken) currently. It renders but
the direction vector isn't correct yet.
Dave.
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Webpage has been updated with a screenshot.
Dave.
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