POV-Ray : Newsgroups : povray.off-topic : How to read source code? : Re: How to read source code? Server Time
29 Jul 2024 02:29:38 EDT (-0400)
  Re: How to read source code?  
From: Francois Labreque
Date: 12 Feb 2013 17:48:44
Message: <511ac6cc$1@news.povray.org>

>
>>
>> Kind of like using Moray or Blender to generate POV-Ray SDL.
>>
>
> Of course I must disagree, have you actually tried Blender's POV-Ray exporter,

I admit it's been a while.

> it has options to choose whether to insert line breaks or not for meshes
> readability, it inserts comment sections to clarify which does what, you can
> specify it where to put your files, and pass  command line arguments along to
> it.

I didn't mean to single out Blender, nor Moray.  It was just a general 
statement that exporting from a WYSIWIG format into a text-based format 
will usually lead to either (a) missing stuff, (b) extraneous stuff, or 
(c) stuff that could have been done more clearly in the native language.

(The absolute worst example I can think of would be MS-Office's "save as 
HTML")

> To get back on topic, I don't think of visual 3D editors as generating dirty POV
> code, I see them more like tools to generate a draft to be improved by little
> tweaking(or left as is when you are satisfied with the result or in a hurry).

This is exactly what I'm saying too.  "jumbled mess" may have been a 
slight exageration.

-- 
/*Francois Labreque*/#local a=x+y;#local b=x+a;#local c=a+b;#macro P(F//
/*    flabreque    */L)polygon{5,F,F+z,L+z,L,F pigment{rgb 9}}#end union
/*        @        */{P(0,a)P(a,b)P(b,c)P(2*a,2*b)P(2*b,b+c)P(b+c,<2,3>)
/*   gmail.com     */}camera{orthographic location<6,1.25,-6>look_at a }


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