POV-Ray : Newsgroups : povray.programming : Realtime POV-Ray Server Time
29 Jul 2024 02:25:53 EDT (-0400)
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From: Johannes Hubert
Subject: Re: Realtime POV-Ray
Date: 4 Aug 1998 13:57:03
Message: <35c73d5f.0@news.povray.org>
Tobias Ritzau wrote in message <35c726f2.0@news.povray.org>...
>How are you doing? I'm very interested in the project. Is it possible to
>render a single scene and move the camera. I don't have much OpenGL
>experience, but as far as I remember that should be quite easy, or am I
>wrong?


Yep, it isn't too hard.
I got as far as to a first version which supports spheres, cones, cylinders,
boxes and torii. My ISP is down at the moment, but once I have access again,
I will upload a page where you can download the stuff if you are interested.
Sourcecode too, if you are interested in further developing it.

Bye,
Johannes.


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From: SA9625
Subject: Re: Realtime POV-Ray
Date: 27 Aug 1998 06:56:32
Message: <35E52CEF.19D1@ida.utb.hb.se>
Hi Johannes!

He he...this is exactly what I have been thinking of lately....a kind of
parser that "quitely" parses the scene and when getting a valid input(
valid code), previews the scene in OpenGL. This would be best to have
built into the official Windows POV-Ray version, and accessed through a
single toggle-button: "Preview mode" and "Trace mode". 



alt+G to parse the scene. The parser only previews when the code is
vaild. Like this:

[I start coding]

sphere
{
   <0,0,0>
   0.5


finished.]
   

   texture{pigment rgb<1,0,0>}
   


t
finished.]

} 


[now the sphere is finished, and the previewer shows a red little
sphere, beautifully shaded in OpenGL! :)]


Now, for example, imagine that I move to the radius value (0.5) with the
arrow keys. When backspacing over the 5 in the 0.5 value, the sphere has

anything anymore. But, since I only deleted the "5" to replace it with a
"3" and change the radius to 0.3( since I could see in the preview that
the sphere was too big! :) ) - the previewer shows a preview again as




Working with the best raytracer available would be a lot faster! :)

- Mikael.


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From: Ron Parker
Subject: Re: Realtime POV-Ray
Date: 27 Aug 1998 10:34:05
Message: <35e5604d.0@news.povray.org>
On Thu, 27 Aug 1998 11:54:55 +0200, SA9### [at] idautbhbse 
        <SA9### [at] idautbhbse> wrote:

>alt+G to parse the scene. The parser only previews when the code is
>vaild. Like this:

<description omitted>

So if my sphere had a radius of .3625, would it reparse and rerender as I
deleted the 5, then the 2, then the 6, and finally reparse and decide not to
render when I deleted the 3?  Doesn't that seem like a lot of parsing?
Remember, some people have posted their experiences with scene files that 
take _hours_ to parse.  

I think if there's gonna be an opengl preview, it has to be done when the 
user asks for it, not automatically.


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From: Mikael Carneholm
Subject: Re: Realtime POV-Ray
Date: 27 Aug 1998 13:07:34
Message: <35E583DA.5579@ida.utb.hb.se>
> So if my sphere had a radius of .3625, would it reparse and rerender as
 I
> deleted the 5, then the 2, then the 6, and finally reparse and decide n
ot to
> render when I deleted the 3?  Doesn't that seem like a lot of parsing?
> Remember, some people have posted their experiences with scene files th
at
> take _hours_ to parse.


A lot of parsing, yes, but this mode would probably be of most help when
creating (smaller) scenes from scratch, not when importing mesh files


the scene looks like when coding, much like you can in programs like 3DS
and such.

> 

> I think if there's gonna be an opengl preview, it has to be done when t
he
> user asks for it, not automatically.


toggle-button that switches between "trace mode" (traditional) and
"preview mode".....

The "Mode tree" should maybe look something like this:

	  		      Parser
			        |
  		              /   \
           "Standard mode"  -       - "Preview mode"
					 /     \
			     Automatic -         - Manual 



----------------------------------------------------------------------
Mikael Carneholm

Dep. of Computer Science
University of Boras, Sweden

http://www.studenter.hb.se/~arch

sa9### [at] idautbhbse


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From: Cliff Bowman
Subject: Re: Realtime POV-Ray
Date: 29 Aug 1998 12:02:02
Message: <35e81769.5627586@news.povray.org>
On 27 Aug 1998 09:34:05 -0500, par### [at] my-dejanewscom (Ron Parker)
wrote:

>On Thu, 27 Aug 1998 11:54:55 +0200, SA9### [at] idautbhbse 
>        <SA9### [at] idautbhbse> wrote:

>>alt+G to parse the scene. The parser only previews when the code is
>>vaild. Like this:
>
><description omitted>
>
>So if my sphere had a radius of .3625, would it reparse and rerender as I
>deleted the 5, then the 2, then the 6, and finally reparse and decide not to
>render when I deleted the 3?  Doesn't that seem like a lot of parsing?
>Remember, some people have posted their experiences with scene files that 
>take _hours_ to parse.  
>
>I think if there's gonna be an opengl preview, it has to be done when the 
>user asks for it, not automatically.
>
Of course there's nothing that says parsing/preview can't run in a
seperate thread, and be cancellable. So for each digit you delete in
the above example a parse is started - but if there's a parse already
in progress the existing parse is restarted (or cancelled first) so
you only ever have the "current scene" being parsed.

Modern PC's ought to be able to handle this without significantly
affecting typing speed - unless Windoze gets any slower and/or
bloated.


Cheers,

Cliff Bowman
Why not pay my 3D Dr Who site a visit at
http://www.geocities.com/Area51/Dimension/7855/
PS change ".duffnet" to ".net" if replying via e-mail


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From: Scott Hill
Subject: Re: Realtime POV-Ray
Date: 2 Sep 1998 11:47:11
Message: <01bdd5be$eec91520$8c00a8c0@shindo>
SA9### [at] idautbhbse wrote in article <35E### [at] idautbhbse>...
> Hi Johannes!
> 
<sniped : description of POVRay OpenGL preview mode that would
automatically update as you typed in script code> 
>

> 

	Yep, this would be very cool, and guess what, it's already on it's way !
You may have read some of my previous posts about the modeler I'm working
on, well this is one of the features I plan to include ! Unfortunately It's
going to be one hell of a long time before it's anywhere need finished (I
had a major rethink about the structure and implementation of it recently,
so things have been put back a very long way)

	Anyway, watch this space...

-- 
Scott Hill
Sco### [at] DDLinkscouk
Software Engineer (and all round nice guy)
Company homepage : http://www.ddlinks.demon.co.uk

"The best trick the devil ever pulled was convincing people he didn't
exist..."
								- Verbal Kint.

"the Internet is here so we can waste time talking about nothing in 
 particular when we should be working" - Marcus Hill.


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From: Jason Krah
Subject: Re: Realtime POV-Ray
Date: 4 Sep 1998 00:58:32
Message: <35EF6577.B5741A05@fan.net.au>
Im learning GLIDE and C and have currently got a small 3d rendering library
happenen.
My problem is lack of data, since I need to witr my own file import filter I was
considering trying to implement a simple POV importer.

If anyone would be willing to share some code, (not that I have anything anyone
would probably want in return), it could save me alot of hassle tryiong to write a
pov file parser.
(I have never wirtten anything like a this before). If anyone can help me out with
either
thoery or code.. (How do I 'Parse' a file?) it would be greatly appreciated.

When I master GLIDE, and know C well enough to venture into Windoze Apps (I
currently only program console apps due to simplicity) I hope to migrate to OpenGL.

Any advise on importing 3D data or witing a simple modleing app would be great too..

(Thanks for your time since I realise this is not an entirely POV related post.)


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From: Ronald L  Parker
Subject: Re: Realtime POV-Ray
Date: 4 Sep 1998 01:47:34
Message: <35ef7041.2302805@news.povray.org>
On Thu, 03 Sep 1998 21:11:32 -0700, "K. Tyler" <tyl### [at] pacbellnet>
wrote:

>You do know don't you that the entire source for povray
>is available at their web site:  http://www.povray.org

You do know that POVLEGAL says you can't rip off the parser
from the povray source for your own purposes, right?


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From: Scott Hill
Subject: Re: Realtime POV-Ray
Date: 4 Sep 1998 12:43:05
Message: <01bdd7fe$425e8e40$8c00a8c0@shindo>
Jason Krah <jkr### [at] fannetau> wrote in article
<35EF6577.B5741A05@fan.net.au>...
> Im learning GLIDE and C and have currently got a small 3d rendering
library
> happenen.
> My problem is lack of data, since I need to witr my own file import
filter I was
> considering trying to implement a simple POV importer.
> 
> If anyone would be willing to share some code, (not that I have anything
anyone
> would probably want in return), it could save me alot of hassle tryiong
to write a
> pov file parser.

	If you find anything, will you let me know, too ? This is the one part of
my modeller I'm not looking forward to writing.
	In the mean-time, as Ken suggested, take a look at the POV source code
(this is what I'll be doing), just remember to also read POVLEGAL and don't
directly rip off the parser code.

-- 
Scott Hill
Sco### [at] DDLinkscouk
Software Engineer (and all round nice guy)
Company homepage : http://www.ddlinks.demon.co.uk

"The best trick the devil ever pulled was convincing people he didn't
exist..."
								- Verbal Kint.

"the Internet is here so we can waste time talking about nothing in 
 particular when we should be working" - Marcus Hill.


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From: David Reynolds
Subject: Re: Realtime POV-Ray
Date: 5 Sep 1998 02:11:30
Message: <35F0C7F5.CC8B0883@bellsouth.net>
Besides the PovRay source, there are two other things I have found that
might help 
both of you.

The  POB-SDK by Thomas Baier
http://ourworld.compuserve.com/homepages/thbaier/pob_sdk.htm

ParPov by Christian Vogelgsang
This is a C++ library that can parse pov files and give you C++ objects.
Its first application is his program pov2rib utility for converting Pov
to renderman rib files.
http://www9.informatik.uni-erlangen.de/~cnvogelg/pov2rib/index.html


Jason Krah wrote:
> My problem is lack of data, since I need to witr my own file import filter I was
> considering trying to implement a simple POV importer.
> 
> If anyone would be willing to share some code, (not that I have anything anyone
> would probably want in return), it could save me alot of hassle tryiong to write a
> pov file parser.
> (I have never wirtten anything like a this before). If anyone can help me out with
> either
> thoery or code.. (How do I 'Parse' a file?) it would be greatly appreciated.


Scott Hill wrote:
>       If you find anything, will you let me know, too ? This is the one part of
>my modeller I'm not looking forward to writing.
>        In the mean-time, as Ken suggested, take a look at the POV source code
>(this is what I'll be doing), just remember to also read POVLEGAL and don't
>directly rip off the parser code.


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