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Wasn't it Darren who wrote:
>Hughes, B. wrote:
>> Yikes! Don't go putting something into each and every box primitive to fix
>> things since a #default {texture {pigment {color rgbt 1}}} would have done
>> the same thing.
>
>Except then, if I accidentally leave the texture off of something, I
>won't get a warning and I won't see what I added, right?
>
>> In fact, simply another texture statement (the one used for
>> the wall) added to the end of the entire CSG statement will also work and
>> still retain any other textures already applied.
>
>Well, not all the walls have the same textures on both sides. Indeed,
>that's the difference between interior and exterior walls, at this point.
POV does the right thing in this regard. If you apply Texture_outside to
the outside component, and Texture_stone to the whole CSG, then any
components without textures are painted with Texture_stone, but the
outside walls are painted with the texture you specified.
>
>> Adding an identical texture
>> to 100 separate objects individually is too cumbersome.
>
>Cumbersome for me, or for the tracer? I've written a macro processor. It
>was a one-line change to find and change the objects. (Actually, a
>four-line change, since I was lazy and had ends at the north and the
>south and the east and the west.)
The main difference is in the memory requirement. Each time you
explicitly mention a texture, POV allocates a new texture block in
memory. In this particular scene the memory requirement is pretty low
anyway, so there's not much to be gained by changing it.
--
Mike Williams
Gentleman of Leisure
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