POV-Ray : Newsgroups : povray.advanced-users : Bitwise AND : Re: Bitwise AND Server Time
29 Jul 2024 02:30:59 EDT (-0400)
  Re: Bitwise AND  
From: Patrick Elliott
Date: 6 Apr 2004 17:35:18
Message: <MPG.1adcd012e074ae8989a14@news.povray.org>
In article <cjameshuff-1E239E.20195404042004@news.povray.org>, 
cja### [at] earthlinknet says...
> In article <MPG.1ada23538462981989a0c@news.povray.org>,
>  Patrick Elliott <sha### [at] hotmailcom> wrote:
> 
> > But.... Some mathematical operations require such operations.... Or at 
> > least they can use them, so it is odd that such a thing is not actually 
> > supported. Any method used to simulate this, where the result needs to be 
> > used as a real numeric value would take extra steps to 'build' the value 
> > from the array, string or whatever. This is imho quite silly.
> 
> It is not silly. The scene language is a high level language, and has no 
> concept of bits, or even integers. Its numeric values are double 
> precision floats. Performing bitwise operations on these is generally a 
> bad idea, and is rarely useful. These operations are rarely used, and 
> nearly useless for POV-Ray scripts.
> 
Well, true. The fact that they are floats makes it a bit more 
interesting. I was thinking more in terms of integer values. Their are 
likely some tricks you can do with simple bitwise operations for color or 
even heightfield, etc. that could be theoretically faster in some cases. 
I don't have any specific application in mind that I am thinking of at 
the moment though.

-- 
void main () {

    call functional_code()
  else
    call crash_windows();
}


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