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Thanks everyone. Of course I see now that writing a single file with all of
the camera vectors in a single file and having POV-Ray #read each frame is a
much better way to do it. Can anyone point me to a simple working example of
this type of I/O? I looked at the documentation, but I am still a little
fuzzy.
Thanks
"ingo" <ing### [at] tagpovrayorg> wrote in message
news:Xns### [at] netplexaussieorg...
> in news:3f9d95e5$1@news.povray.org Todd Haygood wrote:
>
> > I have written a freehand camera path drawing program in Visual Basic
> > 6. I am sure there is a better way to do what I am doing without
> > generating lots of POVRAY files, but I just wanted to make it work.
> > My program does work quite well, but having to reload the filequeue
> > in 512 chunks is a bit of a pain.
>
> As your program seems to generate POV files, you can probably modify
> your program in such a way that, instead of writing each file to disk,
> it calls POV-Ray for each frame and passes the 'file' through stdout.
> Gilles Tran somewhere posted how he calls POV-Ray from VBA (Access).
>
> Another way could be that, for every frame, your program writes an
> include file that contains the camera statement.
> You need a, single, scene file that has to include the right camera
> include file for each consecutive frame. Check 'frame_number' in
> "6.1.3.4.2 Clock Identifiers" for how to control this.
>
> > Is there any way to set the Max Value of the filequeue short of
> > re-compiling?
>
> No.
>
> Ingo
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Wasn't it Todd Haygood who wrote:
>Thanks everyone. Of course I see now that writing a single file with all of
>the camera vectors in a single file and having POV-Ray #read each frame is a
>much better way to do it. Can anyone point me to a simple working example of
>this type of I/O? I looked at the documentation, but I am still a little
>fuzzy.
#version 3.5;
global_settings {assumed_gamma 1.0}
#fopen FILE "camera.dat" read
#declare N=0;
#while (N<=frame_number)
#read (FILE, Locn, LookAt, Angle)
#declare N=N+1;
#end
camera {
location Locn
look_at LookAt
angle Angle
}
light_source {<-30, 100, -30> color rgb 1}
sphere {y,1 pigment { rgb 0 } finish {reflection 1}}
plane {y, 0
pigment { checker rgb 1, rgb 0}
}
The "camera.dat" file looks like this. Note that the "," is required at
the ends of the lines if you have line breaks.
<0,0,-10>,<0,0.0,0>,50,
<2,1,-10>,<0,0.1,0>,45,
<4,2,-10>,<0,0.2,0>,40,
<6,3,-10>,<0,0.3,0>,35,
<7,4,-10>,<0,0.4,0>,30,
<6,5,-10>,<0,0.5,0>,35,
<4,6,-10>,<0,0.6,0>,40,
<2,7,-10>,<0,0.7,0>,45,
<0,8,-10>,<0,0.8,0>,50
--
Mike Williams
Gentleman of Leisure
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