|
![](/i/fill.gif) |
In article <cjameshuff-C93C28.15390704012005@news.povray.org>,
cja### [at] earthlink net says...
> In article <41d86f9a$1@news.povray.org>, Darren New <dne### [at] san rr com>
> wrote:
>
> > Once you get to the point of *interpreting* what "#while" means, you're
> > past the parsing stage. POV-Ray may call that "parsing", but it isn't.
> > It's executing the specification. In other words, if the OP wants to do
> > something like add a namespace to some selected number of variables, you
> > don't have to understand a "while" loop to find all the variables you're
> > going to change, any more than emacs needs to understand SDL to
> > search-and-replace spheres with something else.
>
> When POV says it's parsing, it's really parsing. POV executes the scene
> file as it parses it, rather than parsing into an intermediate form to
> be executed later. This is one of the reasons it is so slow, and one
> thing which badly needs improvement in POV4...it crawls around the input
> source files while generating the scene. The body of a loop is actually
> parsed once per iteration. Then there's a postprocessing stage where
> stuff like photons and radiosity are precalculated, basically "filling
> in the blanks" of the generated scene, and then you get to the rendering
> stage.
>
Ah hah... I knew I was right about that. I look forward to a more JIT
type system in 4.0, if they do so.
--
void main () {
call functional_code()
else
call crash_windows();
}
Post a reply to this message
|
![](/i/fill.gif) |