POV-Ray : Newsgroups : povray.programming : real scripting in povray? : SV: real scripting in povray? Server Time
29 Jul 2024 02:35:04 EDT (-0400)
  SV: real scripting in povray?  
From: Anders Haglund
Date: 2 Jun 1999 08:17:02
Message: <375512ae.0@news.povray.org>
Mikael Carneholm <sa9### [at] idautbhbse> wrote:
> "Brad S. Freeman" wrote:
>
> > Hi,
> >
> > I think everything programmable which is added to POV-Ray should be
> > *optional*. You must simply look for a way to link a greater flexibility
> > (which is more complex) to the (relative) simplicity of the existing
> > language.
>
> Exactly my opinion. New users and people that just want to use POV to
describe
> (more or less) "quick'n'dirty" static scenes must be able to do it exactly
as
> in version<=3 also in the future. They should _not_ be forced to learn
object
> orientation in order to use POV.
>
> But, those who want to help to turn POV into a fully featured animation
package
> by writing easy-to-use include files, should be able to do this. And to do
> this, OO is necessary as I see it.

Yeah, this is exacly what I had in mind, I just forgot to write it in my
initial message. I'm not talking about changing the way standard pov scenes
are written, just how to make it easier for us who writes big macros and
they who use them. If you don't want to use it you can simply skip it and
I'm sure most people will.
What I'm looking for is a place in the scene/include where I can do pretty
much what I want and spend time on coding/scripting, not redeclaring a bunch
of variables and doing stupid #while loops. This could be done inside a
#code ... #end statement because then it wouldn't affect the syntax outside
in any way, and you shouldn't have any problem with adding it to the parser
(more than all the hard work it would take to do the parser/interpretater of
the script).

/Anders


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