> > We fixed that one for MegaPov 0.6. A small fix is still needed for a
> > simular problem.
>
> What was the problem?
First of all, in parse.c in function Parse() change things like this
(and this is for that last little fix mentioned):
Parse_Frame ();
Post_Media(Frame.Atmosphere);
#ifdef GlowPatch
if (Frame.Objects == NULL && Frame.Glows == NULL)
{
Error ("No objects or glows in scene.");
}
#else
if (Frame.Objects == NULL)
{
Error ("No objects in scene.");
}
#endif
Stage = STAGE_CLEANUP_PARSE;
This makes it possible to render a scene with no objects, no lights but
only glows.
To allow parsing you should modify Parse_Frame() in parse.c like this
(at the end of the function):
#ifdef GlowPatch
/*YS sept 18 2000
added this here too to allow
for a scene with only glow */
CASE(GLOW_TOKEN)
#ifdef UnofficialBlocking
parseUnofficialFeature(60);
#endif
{
GLOW * NewGlow = Create_Glow();
Parse_Glow(NewGlow);
Add_Glow(NewGlow);
}
END_CASE
#endif
OTHERWISE
UNGET
Object = Parse_Object();
if (Object == NULL)
Parse_Error_Str ("object or directive");
Post_Process (Object, NULL);
Link_To_Frame (Object);
END_CASE
END_EXPECT
}
Smellenbergh
--
e-mail:sme### [at] skynet be
http://users.skynet.be/smellenbergh
Post a reply to this message
|