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Ok thanks Jerry ...
Jerry Anning wrote in message <34DF6D81.F1C93DD3@dhol.com>...
>Mark Wright wrote:
>
>> Ok ... Am I on the right track with this? The problem I seem to be
>> having now is when I rotate this cross, it's not as one object
>> and doesn't rotate as one. Man .. I was up way too late trying to
>> figure all this out.
>
>The problem is that POV thought that "redcross" referred only to the
>first box, and that you were simply telling it to render the second
>box. This is tricky, but watch: for *objects*, POV reads the material
>after the equal sign until the parser has finished a complete object
>definition. This also applies to lights, cameras and most other things,
>including colors. When POV finished reading the first box, that
>completed an object definition, so the second box was not added to
>"redcross". FOR *textures*, POV keeps reading until it finds something
>that is NOT a texture. If it finds several successive textures, it
>assumes you are creating a layered texture, and the #declare'd name
>applies to the whole set of textures. If you want to combine several
>objects under a #declare'd name, you need to put the objects into a
>union *in the definition*. If some or all of the objects are
>transparent, use "merge" instead of "union". Your code should read as
>follows:
>
>//begin POV code
>
>#declare redcross =
>union
> {
> box { < -0.5, -0.5, -0.5>, < 0.5, 0.5, 0.5>
> texture { pigment { color Red } }
> scale < 5, 14, -3 >
> translate < 0, -4, 1 > }
>
> box { < -0.5, -0.5, -0.5>, < 0.5, 0.5, 0.5>
> texture { pigment { color Red } }
> scale < 14, 5, -3 >
> translate < 0, -4, 1 > }
> }
>
> object { redcross rotate y*(360*clock)}
>
>// End POV code
>
>Good luck.
>
>Jerry Anning
>cle### [at] dholcom
>
>
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