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In article <3a07969c@news.povray.org>, "Mark Wagner"
<mar### [at] gtenet> wrote:
> Update: I implemented it today. For unknown reasons, POV_REALLOC doesn't
> work properly for this. I'm using Borland C++ Builder 4.0, if that makes
> any difference.
I've never used POV_REALLOC()(or realloc())...maybe it is a bug in the
pov_realloc() function. Did you get it working with realloc(), or did
you try some other way?
> #declare Spl[2].t = 0.4; // Sets the t value
I think f and t are already reserved for filter and transmit...you would
have to use something else.
> Arrays of splines would be treated as multi-dimensional arrays, with the
> last dimension being the spline index.
This probably would work...it certainly looks simpler and cleaner than
my syntax, though a bit less clear in some rare circumstances.
How about a similar syntax for getting textures, pigments, colors, etc.
from blend maps?
> 2) Cubic interpolation is not done properly. It appears that the
> "cubic interpolation" is actually done by averaging two quadratic
> interpolations of the spline data. Fixing this will result in minor
> changes to all scenes that use cubic splines.
These definitely need fixing...
Hmm, another thing that would be nice is a larger assortment of spline
types. Catmull-rom, b-splines, etc...
Keep up the good work.
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
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