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William F Pokorny <ano### [at] anonymous org> wrote:
> So... We have in the code two slightly different ways to set up patch
> like objects. Why? Why? Why! you ask.
Why, Bill? :D
> "Parse Warning:
> Patch object used in difference{} or intersection{} block. If a mesh{}
> or mesh2{} shape consider defining an 'inside_vector' to enable inside
> testing."
That's like one of the best POV-Ray warning messages I've ever read. :)
> We could then too use bounded_by{} to do much of what clipped_by{} can
> do, but more efficiently.
Why more efficiently?
> The obvious downside, I think, is the behavior is less intuitive /
> obvious to users (me included). Thoughts?
Well, that depends on the documentation and examples provided, right?
I'm sure that given everything that gets learned, all of that should be
documented/preserved in a directory specific to that object type.
Scene files, comments, and supplementary documentation files are cheap - but the
preservation of the insights and lessons are invaluable.
Detailed diagrams and even animations are cheaply stored in the distro as .pov
and .ini files.
> In any case, all has me leaning even more toward changing the default in
> V4.0 to preserving user specified bounding as the default. These days,
> mostly, there is only auto-bounding in scenes. Where a user specifies
> bounded_by{} he probably wants to use that bounding.
We would assume so, yes.
Now that you're that deep into the code for disc, which is a simple object,
could you at some point help a few of us POV-bros out and give a general layout
of how POV-Ray .h and .cpp files go about "making" the object?
Perhaps in a dedicated thread?
The faster I'm able to learn to navigate my way through one object, the easier
the rest of them will be. Even I can't start writing various bug fixes and
features from scratch, I can at least start writing up good, accurate, and truly
helpful documentation and diagrams.
-----
Hugely tangentially related, have you thought about using that as a test object
(simple normal code) for developing things like surface normal pigment
functions, directional gradient pigment functions, and surface curvature pigment
functions?
Applying that to a sphere would allow anisotropic scaling to then start to
really test those out. I'm sure even mistakes would yield interesting results.
- BW
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