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"Bald Eagle" <cre### [at] netscapenet> wrote:
> Also, in the above referenced book, they discuss how most commercial /
> production raytracers convert everything to triangles before rendering.
The ability to mesh-ify a scene, objects etc. is extremely useful. It would
explicitly break POV-Ray into two parts, a SDL and a raytracer. The SDL side can
be used for other rendering back ends, OpenGL previews or complete renderings,
3d printing etc. One can use a kind of hybrid style of SDL coding, start solid,
go to mesh and do subdivisions and other mesh wizardry.
For writing, syntax and usability testing, of a new SDL language one could write
a small language, parser and SDL1 transpiler. With a subset of SDL a lot can be
testet. The output can be the simplest form of current POV-Ray SDL with loops
enrolled etc.
ingo
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