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Spider <spi### [at] bahnhof se> writes:
> > > Now, what we can't do with the current version is this:
> > >
> > > #declare SomeSphere.position=SomeSphere.position+<0,1,0>;
> >
> > #declare SomeSphere = object { SomeSphere translate y }
> > Does exactly it.
> Sure, but you can't do
> #declare SomeSphere.position.y = SomeSphere.position.x;
> #declare SomeSphere.position.x = SomeSphere.position.z;
True, even if I can't see the use of such a thing.
> yes, but if I want a nifty shader done on the object depending on
> its position? That would turn out pretty nasty(Sure, use a texture,
> but that woudln't suit in all cases. (ie. the whole objects pigment
> depends on it y value(gradient y) )
I'm afraid I don't understand that sentence.
> > Anyway, what's the use of all that? Want to have another sphere,
> > redeclare it. Or better, if it's another sphere, use another object.
> It's not another sphere. It's the SAME sphere. That's the point with
> oo.
If it's the same, why did you declare it wrongly in the first place?
Declare it with the correct parameters...
--
Roland Mas
It would be hard to be deader without special training.
-- Theatre of Cruelty (Terry Pratchett)
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