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Xplo Eristotle <xpl### [at] infomagicnet> wrote:
> Yes! Argh! God forbid I should use MegaPOV, which probably reuses 99% of
> the official code. Quick, get the burning splints! 9_9;
It's not about you using MegaPov. It's about you posting an example
code which does not work in POV-Ray without the user needing to edit it.
(And there wasn't even any reason for using that #version directive at all
in the first place.)
> Bite me, Warp. I wanted to know if this was a bug, and if not, why not..
> not to get a critique on my coding style. You wanted a scene, you got a
> scene. Copy, paste, render, nod your head and tell me WTF is going on.
The idea of a "minimal" scene is that it should be short, and not only
in the number of keywords it uses. Naturally it should be clear and easy
to read.
A minimal scene means that you should remove everything that is not
necessary in order to show the phenomenon you are talking about. Also
things that are absolutely necessary for the scene to be rendable, but
not pertinent to the phenomenon per se should take as less space as possible
so that they don't confuse the person who is looking at your code.
The person viewing your code should be able to concentrate on the core
code which causes the phenomenon. Making secondary definitions (such as
camera and light source) take tens of lines is only unnecessary clutter
and does not help this task. If the problem is not related to cameras or
light sources, they could be simple one-liners. The larger your code is
because of unneeded definitions, linebreaks and whitespace, the harder
it will be for the person looking at your code to find the problem.
"I code in this way and you should accept that" is not the correct attitude.
Of course you can code in whichever way you want and keep your scenes that
way, but when you are posting a small example scene for others to view,
you should make their task as easy as possible.
The more work you do in order to make other's work easier, the better.
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
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