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Hello.
I want to test different algorithms of visualizing fractals described by
IFS. The goal is to improve them so I need to modify the source code (I
cannot simply use macros).
Is there a 'tutorial' or a short description of how is done the source
code ? (UML diags, where are located the main functions, etc...)
Thanks
L Magnin
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Celui wrote:
> Is there a 'tutorial' or a short description of how is done the source
> code ? (UML diags, where are located the main functions, etc...)
Not that I know of, but the scene object parts of the source code are
generally quite easy to follow :)
Take a look at any of the existing scene object source files (I suggest
starting with a simple one like Sphere or Box) and you can see all the
basics.
-Ryan
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L Magnin,
There's a basic description of the source code layout in the MegaPOV
1.1 help file here:
http://megapov.inetart.net/manual-1.1/internals.html#sources
I'm sure your looking for more detail than this, but I figured it
would provide a jump-start.
Kyle
On Tue, 31 May 2005 04:54:24 EDT, "Celui" <lmagnin AT ens-lyon.fr>
wrote:
>Hello.
>
> I want to test different algorithms of visualizing fractals described by
>IFS. The goal is to improve them so I need to modify the source code (I
>cannot simply use macros).
>
> Is there a 'tutorial' or a short description of how is done the source
>code ? (UML diags, where are located the main functions, etc...)
>
>
>Thanks
>L Magnin
>
>
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If I understood the announces correctly, a lot of the code has been
changed dramatically for 3.7. So you might want to wait for its sources
to be published before starting. If you don't need the 3.7 features, go
with 3.6 (so you can start right now) ;)
HTH,
Florian
--
camera{look_at-y*10location<8,-3,-8>*10}#local a=0;#while(a<999)sphere{
#local _=.01*a-4.99;#local p=a*.01-5;#local c=.01*a-4.995;<sin(p*pi)*5p
*10pow(p,5)*.01>sin(c*c*c*.1)+1pigment{rgb 3}}#local a=a+1;#end
/******** http://www.torfbold.com ******** http://www.imp.org ********/
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> If I understood the announces correctly, a lot of the code has been
> changed dramatically for 3.7. So you might want to wait for its sources
> to be published before starting. If you don't need the 3.7 features, go
> with 3.6 (so you can start right now) ;)
Does that mean povray will now be written correctly (using *real* C++ )?
That can be a very good idea ! But, I wish I couldn't wait. (My boss, you
understand...)
Celui //
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> Does that mean povray will now be written correctly (using *real* C++ )?
AFAIK there was lots of progress in that direction. I don't know for
sure, though, and the only way to really find out will be to wait for
the sources ;)
> That can be a very good idea ! But, I wish I couldn't wait. (My boss, you
> understand...)
Then go ahead and use 3.6. Most probably, you won't need the new
features of 3.7, and if you do, you can still port your patch afterwards :)
HTH,
Florian
--
camera{look_at-y*10location<8,-3,-8>*10}#local a=0;#while(a<999)sphere{
#local _=.01*a-4.99;#local p=a*.01-5;#local c=.01*a-4.995;<sin(p*pi)*5p
*10pow(p,5)*.01>sin(c*c*c*.1)+1pigment{rgb 3}}#local a=a+1;#end
/******** http://www.torfbold.com ******** http://www.imp.org ********/
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