POV-Ray : Newsgroups : povray.unofficial.patches : MegaPOV Source? Server Time
31 Oct 2024 23:31:16 EDT (-0400)
  MegaPOV Source? (Message 1 to 5 of 5)  
From: GrimDude
Subject: MegaPOV Source?
Date: 10 May 2002 04:07:13
Message: <3cdb7fb1$1@news.povray.org>
Anyone have a link to 0.7 source ready to compile with VC++ 6?

Grim


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From: GrimDude
Subject: Re: MegaPOV Source?
Date: 11 May 2002 23:26:00
Message: <3cdde0c8@news.povray.org>
Thanks, Nathan.

Grim

GrimDude wrote:
> Anyone have a link to 0.7 source ready to compile with VC++ 6?
>
> Grim


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From: Nathan Kopp
Subject: Re: MegaPOV Source?
Date: 13 May 2002 00:22:05
Message: <3cdf3f6d$1@news.povray.org>
"GrimDude" <gri### [at] arkansasusacom> wrote...
> Thanks, Nathan.
>
> Grim
>
> GrimDude wrote:
> > Anyone have a link to 0.7 source ready to compile with VC++ 6?
> >
> > Grim

I take it you found it on my site.  Sorry it is not quite "ready to
compile", since I don't include either the GUI source (available from
povray.org) or the VC project files.  ...but it shouldn't take too much work
to create a VC++ project by combining the official Windows 3.1g source with
the MegaPov core source.

-Nathan


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From: GrimDude
Subject: Re: MegaPOV Source?
Date: 13 May 2002 13:10:58
Message: <3cdff3a2@news.povray.org>
Nathan Kopp wrote:
> I take it you found it on my site.  Sorry it is not quite "ready to
> compile", since I don't include either the GUI source (available from
> povray.org) or the VC project files.  ...but it shouldn't take too
> much work to create a VC++ project by combining the official Windows
> 3.1g source with the MegaPov core source.
>
> -Nathan

 Actually, I was hoping I could get everything I needed to compile the
Windows GUI, but I just don't know enough to make it work, I guess. I
found enough information on your site to make a go of it, if I could
just get past my own inexperience.

 In time, I'll be creating a real mess of it all.

 I started work on a Game Development Engine that works quite a bit with
mesh data (wire frames) and I had intended to tie in some MegaPov
functionality, by making it possible to code textures from within the
modeller, and even offload animation routines for side-by-side builds. I
ran into a few small hitches, like wireframe rotations, and ignorance of
VC++ in general (I'm using VB). The plus side to this, when finished,
will be the ability to construct game levels/cut scenes/character
animations from straight Pov code.

 I wanted to start now, on building Pov with VC++, just to make sure I
could. I think the CodeMax stuff is getting in my way (again, ignorance)
and I noticed I could not log in to source safe (or register, or
whatever; duh, must be an intentional defeat), and ended up with
something like 19 fatal errors. I wish I had someone local that could
make it work, and drive some sense into my head at the same time. But,
I'm recovering from a recent surgery, and it might still come to me.
Working under the influence of pain killer is non-productive, at times.

 If, anyone knows of a link to an ActiveX wireframe rotation control,
please let me know. There used to be one from Black Art Software, but
they seem to have disappeared.

Grim


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From: Nathan Kopp
Subject: Re: MegaPOV Source?
Date: 14 May 2002 18:15:17
Message: <3ce18c75$1@news.povray.org>
"GrimDude" <gri### [at] arkansasusacom> wrote...
> Nathan Kopp wrote:
> > I take it you found it on my site.  Sorry it is not quite "ready to
> > compile", since I don't include either the GUI source (available from
> > povray.org) or the VC project files.  ...but it shouldn't take too
> > much work to create a VC++ project by combining the official Windows
> > 3.1g source with the MegaPov core source.
> >
> > -Nathan
>
>  Actually, I was hoping I could get everything I needed to compile the
> Windows GUI, but I just don't know enough to make it work, I guess. I
> found enough information on your site to make a go of it, if I could
> just get past my own inexperience.

Start by grabbing the 3.1g official Windows source code, available at
www.povray.org (you might have to go through a survey first).  That will
come with a VC5 project file, and you should be able to coerce that into
compiling.

Once you can compile the official version, grab the MegaPov core code and
overwrite the 3.1g code with MegaPov.  Next, you'll have to add all of the
new files to your project.  Once you've done this, you should be able to
compile.

Watch out, though... there might be an extra file or two included with the
MegaPov source code.  I don't think I left any garbage in there, but it is
possible.

-Nathan


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