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In article <3a0beeec@news.povray.org>, Warp <war### [at] tagpovrayorg>
wrote:
> If tranformations will affect the glow, I'll suppose that this includes
> (non-uniform) scaling as well. This can be a very useful feature to get
> oval glows (eg. a candle flame).
Nope, transformations just push the location(s) around, the shape of the
glow effect won't change. To do that, you will want to use a
"multiglow", a glow with multiple locations, or just use multiple glow
effects.
I plan to implement this type next, and then line and spline glows...the
syntax will be something like this:
glow {
shape SHAPE
...
where SHAPE is:
point LOCATION
or
point_list {LOCATION_1, LOCATION_2, ..., LOCATION_x}
or
spline {INT_SEGMENTS, SPLINE_STUFF}
In other news: size now seems to work properly, a bug in the cosine
falloff glow was fixed, and type 0 and 1 glows work as expected with
transparent objects. Glows still show up when they are behind objects,
this is going to take quite a bit of effort to fix.
> C++ does.
The STL? But POV isn't written in C++(yet), so I can't use those.
Besides, I still hate templates. There *has* to be a better way of doing
the same thing...why did they do it this way?
> The good thing about arrays (ie. vectors) is that they not only take
> less memory than lists, but you can also index a vector and thus, if
> the items inside it are in certain order, perform a binary search.
Though I can't imagine why one would want to perform a binary search on
glows, or what characteristics they would be sorted by...
<jk!>
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
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