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Warp wrote:
> However, that's where the advantages end. The disadvantage is, however,
> that it would limit the usability of the language *during rendering* even
> more than the current SDL (which at least has user-defined functions which
> can be evaluated during render-time).
I don't see why this sort of thing can't be implemented via callbacks or
objects (we are using C++, so why not take advantage of it?).
Maybe I can say it more clearly this way: We could use some sort of
event-driven architecture where the rendering engine fires off events to
the script interpreter and gets instructions that way.
I would expect it would be possible to do something like this in a way
that's almost invisible to the scripting language itself.
OTOH, I would expect a performance penalty for something like this, but
I would also expect it to be fairly minor. Correct me if I'm wrong.
--
William Tracy
afi### [at] gmail com wtr### [at] calpoly edu
You know you've been raytracing too long when you spend more time
"tweaking" a texture than modelling the rest of the scene.
-- Twyst
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