Hey everybody,
I wrote an unofficial version of POV-Ray.
What is new ?
The keywords #init_spline, #init_3d_spline, eval_spline and
eval_3d_spline allow you to use spline functions in your scene files.
I listed all changes I did to the source code in a file included in the
source archieve. It should be easy to port my patch to other platforms
or to include it into your custom version of POV-Ray.
If you are interested visit my homepage
http://www.geocities.com/ResearchTriangle/Thinktank/7666/
if you have questions and/or remarks let me know it :
Dan### [at] publicuni-hamburgde
From: Nieminen Mika
Subject: Re: A new custom version of POV
Date: 26 Aug 1998 12:13:58
Message: <35e42636.0@news.povray.org>
Daniel Fenner <Dan### [at] publicuni-hamburgde> wrote:
: The keywords #init_spline, #init_3d_spline, eval_spline and
: eval_3d_spline allow you to use spline functions in your scene files.
Are you completely sure you can't make those spline calculations with
macros and mathematical functions in pov3.1?
(ie: why to use a custom compile when you can use just an include file
with the official version?)
--
- Warp. -
Nieminen Mika schrieb:
> Daniel Fenner <Dan### [at] publicuni-hamburgde> wrote:> : The keywords #init_spline, #init_3d_spline, eval_spline and> : eval_3d_spline allow you to use spline functions in your scene files.>> Are you completely sure you can't make those spline calculations with> macros and mathematical functions in pov3.1?> (ie: why to use a custom compile when you can use just an include file> with the official version?)>> --> - Warp. -
Indeed I am completely sure that all the calculations can be done by a
macro,include,...
I got the idea for the splines from a quite tricky include file
same as my compile. But there are reasons to use the custom compile. It is
about 1000 times faster (which is not a real reason if you are using only
one or two splines with a few control points) and it is MUCH easier to use.
happy tracing
Daniel