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>> Aaaahhhh.... I seeeee..... If a pass a variable into a second
>> function, POV-Ray calculates the value to pass ONCE, and then passes
>> it, and it can then be used multiple times within the second
>> function... excellent!
>
>
> Yes, you've got it.
>
> =)
I tried it today in my lunch break. It *seems* to go very very much
faster this way - this WITH a higher max_gradient...
(I also figured out how to use the select() function to terminate the
iteration sequence as soon as possible. It actually make the render many
times SLOWER - until I changed it to return a positive number rather
than 0 when it "bails out". Then it was lots faster!)
>> The *real* function I want to render is recursive... POV-Ray reports
>> 412K tokens. (!!) If I can figure out how to do it this way, it will
>> hopefully parse raster and render lots faster too... (Will probably
>> have to use the file-I/O directives to write an SDL file, then
>> #include it back in.)
>
>
> I guess that you are working on your fractal functions.
Yup.
> If you
> don't want to generate these functions recursively, then you
> might find this post (and thread) interesting:
>
> http://tinyurl.com/6nthl
>
http://news.povray.org/povray.advanced-users/message/%3CXns93AC374E6D9E5torolavkhotmailcom%40204.213.191.226%3E/#%3CXns93AC374E6D9E5torolavkhotmailcom%40204.213.191.226%3E
Aahhh... use an *array* of functions... I wasn't sure if you could
actually do that... yes, that saves writing an include file and reading
it back... great!
>> Thanks for that!
>
> Just glad to help.
Maybe you should do it for a living. ;-)
Out of interest... is there a document anywhere that explains the messy
details of how POV-Ray's isosurface drawing system actually works?
(Other than the source code of course. :-P)
Thanks.
Andrew @ home.
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