POV-Ray : Newsgroups : povray.advanced-users : POVRay and XML : Re: POVRay and XML Server Time
29 Jul 2024 02:31:47 EDT (-0400)
  Re: POVRay and XML  
From: Andrey Skvortsov
Date: 3 Jan 2005 22:01:46
Message: <41da071a$1@news.povray.org>
Bernd Fuhrmann wrote:
> Andrey Skvortsov wrote:
> 
>> I think you are wrong and really underestimate current povray 
>> capabilities!  What you have written (except discussed namespaces)  
>> can be done without a problem right   now. Not exactly the way you 
>> wrote but similar, there are such things in Povray called objects... 
>> RTFM.
> 
> 
> Write the Fine manual!
> 
> POV-Ray help->Index->object:
> 
> ---
>  Object
>     2.5.11.23 Object Pattern
> 
>           adding texture to
>               1.2.1.5 Adding Texture to an Object
>           describing
>               1.2.1.4 Describing an Object
>           keyword
>               2.5.11.23 Object Pattern
>           modifiers, quickref
>               2.8.9 Object Modifiers
>           pattern
>               2.5.11.23 Object Pattern
> ---
> So what part of the manual does describe how objects can solve my 
> problems? What part does give the hint?
> 
>> You can create your arrays of humans and pass the through the mesh() 
>> and    not too ugly.
> 
> 
> Argh, arrays! I demand structs or real OOP. Sorry but this isn't 
> acceptable for me.
> 
> Regards,
> Bernd Fuhrmann
Help is not fantastic, I think so too.

I meant simple CSG
say you can write:

#declare myhuman = union{sphere .... box.. tringle ....etc }
it's not yet going to be shown. And then "instantinate" it like

object{myhuman}
object{myhuman {....some modification, other textures,position etc}}


well it's not like c++

class HumanMaker
{
	HumanMaker(....)
public:
	box
protected:
	sphere
private:
	....
	DoSomething()
	TranslateSomeWhere(..)
}

HumanMaker Human1;  //should this make the object appear on the screen?

Should we also implement overloaded functions and operators and all 
other advanced C++ stuff? :))

Current SDL mimic this class/object, but you cannot access your boxes 
spheres (primitives) in the CSG, of course, that would give us more 
power and have eaten more memory!
Although the thing is that OOP code is slower for parsing and this is 
very important for 3d modeling, because you want FAST. I even think 
there are people who would wish to simplify current SDL to achieve 
faster parsing times (or whatever needed). I personaly wanted it, 
playing with objects, containing millions of primitivies (strange 
attractors)! Parsing is killingly slow and memory consumption is 
enormous for such extremes.
But programming convenience and ability to share modules (classes) is 
very attractive.
So that is totally a compromise and currently it's not too bad.

Warp has a good point here.

Andrey Skvortsov


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