POV-Ray : Newsgroups : povray.programming : Povray 4? wish list : Re: Povray 4? wish list Server Time
29 Jul 2024 04:16:40 EDT (-0400)
  Re: Povray 4? wish list  
From: Angelo 'kENpEX' Pesce
Date: 5 Dec 2001 15:04:55
Message: <3c0e7d94.866669@news.povray.org>
On Wed, 5 Dec 2001 01:56:28 -0500, "Mark Wagner"
<mar### [at] gtenet> wrote:

>
>Angelo 'kENpEX' Pesce wrote in message <3c0cc693.932849@news.povray.org>...
>>On 3 Dec 2001 16:18:05 -0500, Warp <war### [at] tagpovrayorg> wrote:
>>>Angelo 'kENpEX' Pesce <ken### [at] uniplanit> wrote:
>>>: Another option (a better one imho because it's lots faster and
>>>: easier to develop too) is to use a shader-plugin architecture
>>>
>>>  Dynamically loadable plugins and portability are mutually exclusive.
>>>Not likely to happen. (Include files are a different thing, if that's what
>>>you were talking about.)
>>
>>The standard unix version can discard
>>this feature (and just rely on static linked shaders, this means that
>>if U want to add a shader you have to recompile pov
>
>Please explain how to do dynamically-loaded shaders using VMS.  I
>occasionally use my school's server to do renderings, and I don't want to
>spend 15-20 minutes recompiling POV-Ray every time I want to use a new
>shader.
Please, tell me a thing. Now can U add a shader to your povray without
applying a complex patch and recompiling? NO
So such a plugin-modular architecture will only make povray better for
some plattforms, but you won't notice any difference because, actually
you just can't add a new shader without recompiling. The point is, if
U don't complain about this problem now, why should U complain about
it later? And btw using a modular design, adding shaders will be
easier with the static-linked-model too. Also if U plan to add a new
shader every day (but I don't think so, so U should not recompile pov
so often) you can just do an incremental build, and U won't spend
15-20 minutes every time...


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