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I'm curious to find out if there would be any interest in an open source
scene editor for POVray?
I have my own scene editor on
http://www.imekon.pwp.blueyonder.co.uk/model.html
and I'm wondering if it would benefit from going to the open source
model, where I give away the source code with a GPL style licence?
The only snag I can see is that it's written in Object Pascal with
Delphi, a Borland product, whereas most open source is in C or C++.
However, with the release of Kylix (see http://www.borland.com/), Delphi
for Linux, this is changing. Kylix will be available for free in a few
months so others could work on Model as well.
--
---
Pete Goodwin
All your no fly zone are belong to us
My opinions are my own
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Pete Goodwin wrote:
>
> I'm curious to find out if there would be any interest in an open source
> scene editor for POVray?
>
> I have my own scene editor on
>
> http://www.imekon.pwp.blueyonder.co.uk/model.html
>
> [...]
There are quite a lot of (non free) graphical editors for Povray, but in
general such a program is quite problematic if not impossible to be
universal. Moray for example has quite a lot of functions, but still much
less then there are possible in Povray code. There was quite a lot of
discussion on that in the past in some of there newsgroups. What would be
very nice is a graphical editor that allows seamless combination with hand
coding, but that would need a quite complete Povray language parser and
you are not allowed to reuse the Povray source code for that.
Anyway making your editor open source is not a bad idea after all.
Christoph
--
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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"Christoph Hormann" <chr### [at] gmxde> wrote in message
news:3A9FB152.C386BF8A@gmx.de...
>
>
...What would be
> very nice is a graphical editor that allows seamless combination with hand
> coding,
It'll be called Pandora's Box, once it's finished.
> but that would need a quite complete Povray language parser
And the problem is ?
> and
> you are not allowed to reuse the Povray source code for that.
>
And the problem is ?
Seriously - people keep on throwing in the requirement for a parser as
being the main reason we'll never see a modeller that implements all of POVs
features or seamless hand-coding - what a load of tosh ! POV parses .pov
source files, right ? Therefore _any_ program can parse .pov source files.
You know, it is possible to write a parser without borrowing the code from
somewhere else !
--
Scott Hill.
NC Graphics (Cambridge) Ltd.
http://www.ncgraphics.co.uk
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In article <3A9FB152.C386BF8A@gmx.de>, chr### [at] gmxde says...
> There are quite a lot of (non free) graphical editors for Povray, but in
> general such a program is quite problematic if not impossible to be
> universal. Moray for example has quite a lot of functions, but still much
> less then there are possible in Povray code. There was quite a lot of
> discussion on that in the past in some of there newsgroups. What would be
> very nice is a graphical editor that allows seamless combination with hand
> coding, but that would need a quite complete Povray language parser and
> you are not allowed to reuse the Povray source code for that.
I took the approach of using objects and textures similar to POVray but
created my own "Model Scene File" format. I can generate POVray output,
as well as VRML, DirectX and so on.
I don't have a POVray parser for the input side.
--
---
Pete Goodwin
All your no fly zone are belong to us
My opinions are my own
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Scott Hill wrote:
>
> And the problem is ?
>
> Seriously - people keep on throwing in the requirement for a parser as
> being the main reason we'll never see a modeller that implements all of POVs
> features or seamless hand-coding - what a load of tosh ! POV parses .pov
> source files, right ? Therefore _any_ program can parse .pov source files.
> You know, it is possible to write a parser without borrowing the code from
> somewhere else !
>
Surely it is possible, but it would be *really* a lot of work to rewrite
the whole thing. It's not only the pure language parsing, but also most
parts of the object specific routines like heightfields, isosurfaces, ...
- This would also include the whole pattern routines, maybe also media,
not to forget the macro stuff.
IMO it would be a lot better idea to think about including some OpenGL
preview in Povray itself like someone suggested some time ago. of course
that would not yet be a real graphical modeller, but it could be quite
useful.
Christoph
--
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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Pete Goodwin wrote:
>
> I took the approach of using objects and textures similar to POVray but
> created my own "Model Scene File" format. I can generate POVray output,
> as well as VRML, DirectX and so on.
>
> I don't have a POVray parser for the input side.
>
That's the approach most modellers use, whether it's useful much depends
on how complete such a file format is. Most file formats do not support
most of the Povray scene language features like loops, macros, math
formulas, etc.
This is a major problem IMO, if i'm designing a scene i want to be able to
enter the trigonometric formulas for example and also don't want the
program to replace them with the calculated value that does no more mean
anything to me.
Christoph
--
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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In article <3A9FB152.C386BF8A@gmx.de>, chr### [at] gmxde says...
> Anyway making your editor open source is not a bad idea after all.
Done! See http://mse.sourceforge.net/
--
Pete
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Pete Goodwin wrote:
>
> In article <3A9FB152.C386BF8A@gmx.de>, chr### [at] gmxde says...
>
> > Anyway making your editor open source is not a bad idea after all.
>
> Done! See http://mse.sourceforge.net/
>
Nice, but the currend version seems to need direct X for running
(therefore does not work on Windows NT)
Especially for Kylix OpenGL would be a much better idea.
Christoph
--
Christoph Hormann <chr### [at] gmxde>
IsoWood include, radiosity tutorial, TransSkin and other
things on: http://www.schunter.etc.tu-bs.de/~chris/
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In article <3AAA100F.7D768B0F@gmx.de>, chr### [at] gmxde says...
> Nice, but the currend version seems to need direct X for running
> (therefore does not work on Windows NT)
>
> Especially for Kylix OpenGL would be a much better idea.
The DirectX version should work on Windows 2000.
I know both DirectX and OpenGL. I chose DirectX as it was easier at the
time. I could build a version with a choice of DirectX and/or OpenGL
depending on build options.
Right now I'm waiting for Kylix to arrive and getting my Linux box ready.
I've spent so long in GUI's that going back to the CLI is a bit of
nightmare!
--
Pete
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Christoph Hormann wrote:
>
> Nice, but the currend version seems to need direct X for running
> (therefore does not work on Windows NT)
>
> Especially for Kylix OpenGL would be a much better idea.
>
is Kylix running on Linux PPC ?
--
Thierry Boudet http://la.buvette.org/troll/
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