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In article <Xns### [at] 204213191226>,
"Rafal 'Raf256' Maj" <raf### [at] raf256com> wrote:
> macro() Vs define is much shorter, macro() Vs macro is a little bit
> shorter, but on the other hand it's probably easy to implement
The "rgbft" part is completely unnecessary, and even the "color" is
optional. You are using the longest possible way to specify colors in
your comparison. POV's syntax already allows you to make it as short as
the shortest example you gave.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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In article <Xns### [at] 204213191226>,
"Rafal 'Raf256' Maj" <raf### [at] raf256com> wrote:
> Would it be a big problem to allow syntax :
>
> #macro finWater1 reflection { .01 .2 } #end
> finish { finWater1 }
>
> instead of finish { finWater1() }
>
> this is a small change [probably] and shorten syntax is more comfortable
It isn't such a small change...you seem to assume that about anything.
I'm betting that POV uses the "(" to determine it is calling a macro or
function, and it makes a very helpful visual indicator as well. Your
version is shorter by one () pair...typing is not really any faster, and
readability is much worse, you have no way to tell a macro call from a
variable identifier. It also kills the possibility of passing a macro
parameter as a parameter in some future version without some weird
syntax.
Stop counting keystrokes, it is a stupid and useless exercise, and one
you seem to be obsessed with.
> btw. this will make pov macros act more like C preprocesor macros
That isn't necessarily a good thing. POV macros are not C preprocessor
macros.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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In article <Xns### [at] 204213191226>,
"Rafal 'Raf256' Maj" <raf### [at] raf256com> wrote:
> and another request, in connection with previous post - keyword ignore
> that can be added to any object. It will 'kill' the object.
That is just idiotic. Comment out the stupid object!
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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Rafal 'Raf256' Maj wrote:
>"Rafal 'Raf256' Maj" <raf### [at] raf256com> wrote in
>news:Xns### [at] 204213191226
>
>> Would it be a big problem to allow syntax :
>
>and another request, in connection with previous post - keyword ignore
>that can be added to any object. It will 'kill' the object.
>
>Why ?
>Simple - it's very usefull while i.e. 'debugging' scene - if I have object
>long at 100 lines like :
>difference { ... union { ... } merge { ... union { ... }
> ...
> ignore
>}
>addning / removing "ignore" is much faster then commenting all 100 lines or
>putting them into #if (0) ... #end
If this is really an issue, couldn't you just #declare the object, then
comment out the call? That is, instead of
sphere { <0,0,0>, 1 color Green ignore}
you'd write
#declare MySphere =
sphere {<0,0,0>, 1 color Green}
object {MySphere} // to show it
//object (MySphere) // to hide it
With the added advantage that it's easy to abstract the object definition to
an #include file and then just use the call to include the object.
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I put the following lines around objects to remove them
/*
// */
and add an extra slash to put them back
//*
// */
You could also do the same with #if(0)/#if(1)
Bye,
Pabs
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Rafal 'Raf256' Maj wrote:
>
> Would it be a big problem to allow syntax :
>
> #macro finWater1 reflection { .01 .2 } #end
> finish { finWater1 }
>
> instead of finish { finWater1() }
>
> this is a small change [probably] and shorten syntax is more comfortable
>
> btw. this will make pov macros act more like C preprocesor macros
Is there a scene you can't render because of this? If not, the
POV-Ray team have bigger fish to fry.
Regards,
John
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Rafal 'Raf256' Maj wrote:
> "Rafal 'Raf256' Maj" <raf### [at] raf256com> wrote in
> news:Xns### [at] 204213191226
>
>> Would it be a big problem to allow syntax :
> [...]
>
> and another request, in connection with previous post - keyword ignore
> that can be added to any object. It will 'kill' the object.
>
> Why ?
> Simple - it's very usefull while i.e. 'debugging' scene - if I have object
> long at 100 lines like :
> difference { ... union { ... } merge { ... union { ... }
> ...
> ignore
> }
> addning / removing "ignore" is much faster then commenting all 100 lines
> or
> putting them into #if (0) ... #end
>
>
> Why connection with no "()" macros ? because creating ignore keyword can
> be done in POV already :
> #macro ignore() translate 1e50 #end
> (this will work for most objects)
> But it must be used as :
> object { ... ignore() } instead of :
> object { ... ignore }
> (without no-()-macros syntax)
>
>
What about scale 0 (or 1e-50)? Is this prohibited? does this give errors? It
maybe wouldn't work with infinite objects, but it might be useful.
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In article <3d9c9f77@news.povray.org>,
Jellby <jel### [at] M-softhomenet> wrote:
> What about scale 0 (or 1e-50)? Is this prohibited? does this give errors? It
> maybe wouldn't work with infinite objects, but it might be useful.
Forbidden, you can't scale by 0, or any other size lower than EPSILON,
on any dimension. You could scale it very small, but the effects will be
dependant on the original size, and it will still take processing power.
If you want to temporarily remove an object, the best way is to simply
comment it out. I don't understand the reasoning behind looking for
worse ways to do the same thing.
--
Christopher James Huff <cja### [at] earthlinknet>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tagpovrayorg
http://tag.povray.org/
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Jellby <jel### [at] M-softhomenet> wrote in
news:3d9c9f77@news.povray.org
> What about scale 0 (or 1e-50)? Is this prohibited? does this give
> errors? It maybe wouldn't work with infinite objects, but it might be
> useful.
i.e.
scale x*a = scale <a,0,0>
is interpreted like scale <a,1,1>
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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John VanSickle <evi### [at] hotmailcom> wrote in
news:3D9C8E55.221670BE@hotmail.com
> Is there a scene you can't render because of this? If not, the
> POV-Ray team have bigger fish to fry.
I don't agree with this philosofi - what about i.e. new POV-logo, auto-
completition-of-keywords (ctrl_space), new insert mewnu etc.
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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