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On Tue, 20 Nov 2001 16:31:13 +0100, Rune wrote:
> thoughts. Other suggestions of how to accomplish extreme user-control of
> textures would have my interest. I've already heard of shaders using
> POV-Man, but I think that an approach more natural to the POV-Ray scripting
> language, and which wouldn't require compiling would be better.
As you probably know, POV 3.5 has a built-in bytecode interpreter that's used
to do functions and isosurfaces and such. However, it's not limited to just
those uses. It could easily be used to execute an SL-like language. The
idea of using it to do the sort of thing you suggest is something that's been
tossed around with the POV-Team, but put off until some other time due to
time constraints (among other things, the interpreter would have to be beefed
up to have integer numeric types and so on.)
--
plane{-z,-3normal{crackle scale.2#local a=5;#while(a)warp{repeat x flip x}rotate
z*60#local a=a-1;#end translate-9*x}pigment{rgb 1}}light_source{-9red 1rotate 60
*z}light_source{-9rgb y rotate-z*60}light_source{9-z*18rgb z}text{ttf"arial.ttf"
"RP".01,0translate-<.6,.4,.02>pigment{bozo}}light_source{-z*3rgb-.2}//Ron Parker
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