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this is all very true... but when doing a massive scene the program can
spend a lot of time parsing the file and loading the scene when all you want
to do is a camera flyby...
I was thinking of trying to find a way to interrupt the exit routine
somehow... see... I envision two parts to the script a static and variable
section. damn, now that I think about this... this is going to suck. I have
downloaded the source and I'm starting to see why this hasn't been done.
this should have been done in version 1 if it was going to be done... I'm
not trying to put this program down... because it is great... it just wasn't
made to do the animations I want it to do... but if you have any ideas on
where I can start poking around give me a file name.
danny
"Warp" <war### [at] tagpovrayorg> wrote in message
news:4379fab7@news.povray.org...
> danny berne <dan### [at] yahoocom> wrote:
> > I haven't started to even look at the code for povray yet... but this
whole
> > parsing before you render EACH frame deal is killing me. before I go ass
> > first into the code, has anybody found a way to render each frame
without
> > parsing yet? or better yet... why has this not been done... and don't
tell
> > me that you guys are perfectly happy watching your drives spin for five
> > minutes for each frame.
>
> It's impossible in many cases to create the scene for the next frame
> without parsing the scene.
> Objects, textures and other visible properties which depend on the
> animation variables (such as 'clock' and 'frame_number') just have to
> be parsed again. Moreover, it is possible for the pov file to write
> data to an external file for the next frame to use.
>
> Many things could be made parse-once-use-many-times, but that kind of
> thing is not very high in the priority list of new features to add.
>
> --
> - Warp
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