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> Fa3ien <fab### [at] yourshoes skynet be> wrote:
>> And if the shader language is, in fact, an existing language, like C or Ruby,
>> or any smart choice, making use of POV-Ray-specific classes, efficient
>> compilation shouldn't be a problem (I think).
>
> There's a difference between something being inside the core C++ codebase,
> and something JIT-compiled at runtime.
>
> Modern C++ compilers are quite good at optimizing, and it would be quite
> hard for the JIT-compiler of any given scripting language to match that
> level of optimization.
>
> Even if some JIT-compiler of some scripting language would achieve the
> same speeds, the C++ compiler still has some advantages, such as being
> able to inline certain functions for added speed (which naturally cannot
> be done with JIT-compiled functions because they are unknown at the core
> code compilation stage). Not that this matters a whole lot, but still.
>
So why not use a modern C++ compiler for JIT? Have a look at this:
http://www.cip.physik.uni-muenchen.de/~wwieser/render/povray/patches/jitc-patch/
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