|
|
Okay well, as often happens when I've got a ton of work to get done, I've
come up with a ton of ideas that I probably won't have the opportunity to
implement, completely unrelated to anything I have to do. Fun.
So, I know that there's been much talk about using XML for povray scene
description language, and a lot of sunk in povray purists will have none
of it! Well, I'm sure there's really good reasons for it, but hear me out
anyway. I'd like to share, and I figured I need someone to either tell me
I'm being retarded, or that it's a great idea, or whatever and maybe I'll
be able to move on to some real work!
I've been reading quite a bit about XML, X3D (new vrml), XSLT, and DTD,
all are very neat technologies, most with a tiny drawback. They're
terrible at handling binary format. Apparently X3D will have 3 versions.
A classic curly bracket version of syntax, an XML compatible syntax, and
a binary syntax, each with it's own advantages. This got me thinking
about povray, of course.
My idea is that it may be possible to implement the same type of idea for
povray.
Suppose a standard XML syntax were established that implemented most or
all of the features of povray SDL, with correct nesting and such and all
that, with its own DTD and everything.
Then, you could use XSLT language to create a converter, which would be
able to translate between standard SDL, and this XML version, easily and
quickly.
now this is the part that's really weird, and very likely dumb:
The DTD for the XML syntax could be used to create a binary version of
the povray language. That is, each opening and closing tag could be
assigned its own byte, or word, and be assembled into sort of a binary
shorthand of the XML syntax.
This by itself brings the advantage of smaller filesizes for huge
datasets like meshes, and such, which at this point uses huge amounts of
data, uneccesarily by storing vector and context information as ascii
characters.
This would also bring the advantages that XML brings, of easy
portability, parsing, and flexibility of presentation, eliminating the
difficulties involved in creating alternative rendering engines for quick
preview of povray scenes.
Suppose then that a patch in povray would allow the automatic translation
between these 3 formats, and the direct parsing of the formats into
internal tokens.
This may bring a number of other advantages that I won't mention here.
Anyways, I'd be interested in hearing why this is a stupid idea.
-Zen
Post a reply to this message
|
|