You can not give up on SDL.
Example scene.pov:
#version 3.7;
camera{...}
light_source{...}
#declare Home_tex = texture{...}
#declare Home = mesh { load_using_C++_library }
object { Home }
The code adds a new key: " load_using_C++_library "
Also add a new key code: "to_take_out_of_memory"
#declare Home = mesh { to_take_out_of_memory }
First frame:
#declare Home = mesh { load_using_C++_library }
Second frame:
#declare Home = mesh { to_take_out_of_memory } // if object static
for (uint frame = 1; frame < frame_end; frame++){
string *filename = filenames[frame];
parser::run(filename);
render::run();
}
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