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From: Christian Froeschlin
Subject: Re: Not using internal parser?
Date: 11 Apr 2010 17:15:59
Message: <4bc23c0f$1@news.povray.org>
Mr wrote:

> Is such a thing still possible? what would the data flow be then, if the scene
> is not parsed?

I think the author refers to building content procedurally
using loops and macros instead of just describing the plain
geometry and textures in CSG. So, if you wish to create
10,000 spheres you can either use a #while loop, or you
can use an external program to create an include file
with 10,000 sphere {...} declarations.

The second way will usually be faster but rarely worth
the effort unless you need very complicated calculations
to generate your geometry.


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From: Darren New
Subject: Re: Not using internal parser?
Date: 11 Apr 2010 18:27:15
Message: <4bc24cc3$1@news.povray.org>
Christian Froeschlin wrote:
> The second way will usually be faster but rarely worth
> the effort unless you need very complicated calculations
> to generate your geometry.

Or unless someone has already written a generalized program specifically for 
that sort of thing.

http://sourceforge.net/projects/lome/

-- 
Darren New, San Diego CA, USA (PST)
   Yes, we're traveling together,
   but to different destinations.


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From: Mr
Subject: Re: Not using internal parser?
Date: 16 Apr 2010 14:10:00
Message: <web.4bc8a7ab4f0d152a1408b2c10@news.povray.org>
Christian Froeschlin <chr### [at] chrfrde> wrote:
> Mr wrote:
>
> > Is such a thing still possible? what would the data flow be then, if the scene
> > is not parsed?
>
> I think the author refers to building content procedurally
> using loops and macros instead of just describing the plain
> geometry and textures in CSG. So, if you wish to create
> 10,000 spheres you can either use a #while loop, or you
> can use an external program to create an include file
> with 10,000 sphere {...} declarations.
>
> The second way will usually be faster but rarely worth
> the effort unless you need very complicated calculations
> to generate your geometry.

Thanks for making things clearer, but another thing got me a little confused:

"Bishop3D communicates with POV-Ray via POV-Ray's extension interface, providing
a seamless integration between the modeler and the renderer."

is this "extension interface" something precise or another term to designate
some aspect of various commonly used povray features?


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From: Christian Froeschlin
Subject: Re: Not using internal parser?
Date: 16 Apr 2010 14:47:25
Message: <4bc8b0bd$1@news.povray.org>
Mr wrote:

> "Bishop3D communicates with POV-Ray via POV-Ray's extension interface, providing
> a seamless integration between the modeler and the renderer."
> 
> is this "extension interface" something precise or another term to designate
> some aspect of various commonly used povray features?

the windows version provides a mechanism for "GUI Extensions" which
allows other applications to integrate into the IDE. I've never used
Bishop3d but from its website it indeed seems to support this:

http://www.bishop3d.com/wiki/index.php?title=Manual:Setting_Bishop3D_POV-Ray_Communication_Manually


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From: Stephen
Subject: Re: Not using internal parser?
Date: 17 Apr 2010 04:16:32
Message: <4bc96e60$1@news.povray.org>
On 16/04/2010 7:47 PM, Christian Froeschlin wrote:
> Mr wrote:
>
>> "Bishop3D communicates with POV-Ray via POV-Ray's extension interface,
>> providing
>> a seamless integration between the modeler and the renderer."
>>
>> is this "extension interface" something precise or another term to
>> designate
>> some aspect of various commonly used povray features?
>
> the windows version provides a mechanism for "GUI Extensions" which
> allows other applications to integrate into the IDE. I've never used
> Bishop3d but from its website it indeed seems to support this:
>
>
http://www.bishop3d.com/wiki/index.php?title=Manual:Setting_Bishop3D_POV-Ray_Communication_Manually
>
>

You are right Christian. The "GUI Extensions" used by Bishop3D and Moray 
can start PovRay and pass an INI file to it to run a Pov file. It can, 
by some magical (to me) means, display the output image as it is being 
rendered. (In Bishop3D it is not obvious how this is done but in Moray 
it is automatically displayed.)

-- 

Best Regards,
	Stephen


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From: Mr
Subject: Re: Not using internal parser?
Date: 18 Apr 2010 06:00:01
Message: <web.4bcad6e04f0d152a1408b2c10@news.povray.org>
> You are right Christian. The "GUI Extensions" used by Bishop3D and Moray
> can start PovRay and pass an INI file to it to run a Pov file. It can,
> by some magical (to me) means, display the output image as it is being
> rendered. (In Bishop3D it is not obvious how this is done but in Moray
> it is automatically displayed.)
>
> --
>
> Best Regards,
>  Stephen

I don't really see how usefull that is? I was hoping it would make some
rendering speed benefit or workflow maybe? Other than launching Pov? After
trying Bishop I am not sure. Did I miss something?


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From: Stephen
Subject: Re: Not using internal parser?
Date: 18 Apr 2010 06:54:13
Message: <4bcae4d5$1@news.povray.org>
On 18/04/2010 10:55 AM, Mr wrote:
>
>> You are right Christian. The "GUI Extensions" used by Bishop3D and Moray
>> can start PovRay and pass an INI file to it to run a Pov file. It can,
>> by some magical (to me) means, display the output image as it is being
>> rendered. (In Bishop3D it is not obvious how this is done but in Moray
>> it is automatically displayed.)
>>
>> --
>>
>> Best Regards,
>>   Stephen
>
> I don't really see how usefull that is? I was hoping it would make some
> rendering speed benefit or workflow maybe? Other than launching Pov? After
> trying Bishop I am not sure. Did I miss something?
>
>
>
Probably not. The "GUI Extensions" is for use with modellers. Bishop3D 
and Moray helped my workflow as I find it difficult to visualise the 
scenes and the OpenGL view helps me a lot.

-- 

Best Regards,
	Stephen


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From: Mr
Subject: Re: Not using internal parser?
Date: 18 Apr 2010 11:30:01
Message: <web.4bcb249f4f0d152a1408b2c10@news.povray.org>
Don't get me wrong, I do like modelling softwares with GUI (I'm a Blender user)
but I don't see what a modeler using this POV extension would gain compared to a
modelling software that would just export a POV file and launch it via operating
system or python commands like Blender 2.5 currently does. (it can even preview
the file as it's being written depending on the file format)


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From: Stephen
Subject: Re: Not using internal parser?
Date: 18 Apr 2010 12:05:36
Message: <4bcb2dd0$1@news.povray.org>
On 18/04/2010 4:26 PM, Mr wrote:
> Don't get me wrong, I do like modelling softwares with GUI (I'm a Blender user)
> but I don't see what a modeler using this POV extension would gain compared to a
> modelling software that would just export a POV file and launch it via operating
> system or python commands like Blender 2.5 currently does. (it can even preview
> the file as it's being written depending on the file format)
>
>

To be truthful neither do I. I assume that the native Pov extension has 

Bishop3D can preview the file before it is written and both Bishop3D and 
Moray can include SDL to be exported. Moray has some rudimentary mesh 
creating/editing functions while Bishop3D does not. Both of them export 
to PovRay either pure SDL or include mesh files.
If you are looking for some means to cut down the work that PovRay has 
to do then I do not think that this extension is what you are looking for.
I might be corrected by others.


-- 

Best Regards,
	Stephen


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From: Darren New
Subject: Re: Not using internal parser?
Date: 18 Apr 2010 12:33:40
Message: <4bcb3464$1@news.povray.org>
Mr wrote:
> modelling software that would just export a POV file and launch it via operating
> system or python commands like Blender 2.5 currently does.

 From the little I played with it, the preview can be put into a sub-window 
of the GUI and can be interrupted and restarted when you change something in 
the model. But that's just from my observations of modelers that use it, not
from knowledge of the actual API.

-- 
Darren New, San Diego CA, USA (PST)
   Linux: Now bringing the quality and usability of
   open source desktop apps to your personal electronics.


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