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> Neither, I am talking about the syntax. Something like:
> #persistent Name = Value;
> would be better.
Agreed.
> If it's going to be implemented, it might as well be done right the
> first time.
Sure, but you probably know quite well that making something
right the very first time, in software development I mean, is either
a piece of luck, or some good time spent to think of it before (and
nobody can think of everything before actually implementing). Maybe
it's even only utopia :o)
> Having it be a feature of one type of object is limiting,
> inconsistent, and annoying.
Yeah. Again I did it for a very specific task. I don't mind
if my patch is not used by anybody but me. I did release it only
because it worked for me, and some (few) found it useful as well.
In general I perfectly agree with you: to make things as
general as possible, as good as possible. But sometimes it's worth
making some specialized stuff, as a quick working answer to a very
particular situation. I don't intend my little mods to come up into
the official POV anyway...
> And your assumption that people will only
> want meshes to persist is just wrong...tree generators, particle or
> physics simulations, etc.
Okay, I only have a very narrow usage of POV, that's why I
did not think of what you point out -- who said I'm narrow-minded ? ;-)
Sounds like those persistent things will require a completely
new POV4 engine ?
- NC
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