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Folks,
With a whole day devoted to cleanup, I have now released V1.1. I expect
this to be the last release except for bug fixes or feature request
enhancements. I have added true OpenGL shading to the view box and a host
of other cleanup functions. The plugin and documentation have been
refreshed.
http://www.kolban.com/3d/POVInclude.htm
Comments very welcome, especially since one of our number tried it and
couldn't get it working. It is obviously important to know where it works
and where it doesn't.
Neil
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From: Thomas de Groot
Subject: Re: [Announce]: POVInclude Version 1.1
Date: 27 Dec 2004 03:34:58
Message: <41cfc932@news.povray.org>
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"Neil Kolban" <kol### [at] kolbancom> schreef in bericht
news:41cfa6d4$1@news.povray.org...
> Comments very welcome, especially since one of our number tried it and
> couldn't get it working. It is obviously important to know where it works
> and where it doesn't.
>
Just downloaded the zip (1.1) and shall start testing. As I am also running
Windows ME, like Sylvain, I am curious to see how it works here....
Stay tuned!
By the way, your pdf looks good!
Thomas
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From: Thomas de Groot
Subject: Re: [Announce]: POVInclude Version 1.1
Date: 27 Dec 2004 05:00:46
Message: <41cfdd4e@news.povray.org>
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Hello Neil,
First, please, note that I use the latest official build of Moray, and
export to POV-Ray 3.5 (as version 3.6 is less compatible with Moray). All
that under Windows ME.
I have noted a number of things:
Bugs:
The Browse button does not work here. Everything else works fine J
Comments (in no particular order):
1. I think it worthwhile to mention in the docs that the included object(s)
should be Moray-oriented. This may sound obvious, but I started
unconsciously to build an object in POV-Ray, with POV-Ray orientation,
before I realised that I had to transform it. J .or:
2. Could there be such an option built into the plugin? Selecting that
button would automatically transform the object to Moray space (scale
<1,1,-1> rotate <90,0,0>). This would be useful for already existing objects
normally used in POV-Ray.
3. In order to adjust correctly the corners of the wireframe box, one has to
determine the object's bounding limits. For complex objects, I have been
wondering if this was possible to do automatically? Not in Moray I guess; I
rapidly browsed the POV docs, but could not find anything addressing this.
But I may have missed it.
4. Question: How do you group multiple objects inside the union (page 7,
last line, of the docs)?
5. The plugin is very useful indeed. It is now possible to place or adjust
an external object with far better precision into a Moray scene, and see the
results in the camera window.
That's it for now, I think.
Thomas
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From: leseur sylvain
Subject: Re: [Announce]: POVInclude Version 1.1
Date: 27 Dec 2004 05:17:10
Message: <41cfe126@news.povray.org>
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I think i found the troubles
When i take off FullMoon plugin.
PovInclude work There is an
incompatibility between this plug
and your's
Friendly
Sylvain
Post a reply to this message
Attachments:
Download 'FullMoon.dll.dat' (197 KB)
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From: leseur sylvain
Subject: Re: [Announce]: POVInclude Version 1.1
Date: 27 Dec 2004 06:21:46
Message: <41cff04a@news.povray.org>
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If the Browse button does not work here,
it is because incompatibility between your's
plug and MikesBSpline210.dll
Here:
http://members.cox.net/weber.mike/BSplineDLL/
Friendly
Sylvain
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From: Marc Jacquier
Subject: Re: [Announce]: POVInclude Version 1.1
Date: 27 Dec 2004 06:36:29
Message: <41cff3bd@news.povray.org>
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news:41cfdd4e@news.povray.org...
> 3. In order to adjust correctly the corners of the wireframe box, one has
to
> determine the object's bounding limits. For complex objects, I have been
> wondering if this was possible to do automatically? Not in Moray I guess;
I
> rapidly browsed the POV docs, but could not find anything addressing this.
> But I may have missed it.
See min_extent and max_extent
Marc
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From: Thomas de Groot
Subject: Re: [Announce]: POVInclude Version 1.1
Date: 27 Dec 2004 08:45:50
Message: <41d0120e@news.povray.org>
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"leseur sylvain" <syl### [at] potar-hurlantcom> schreef in bericht
news:41cff04a@news.povray.org...
> If the Browse button does not work here,
> it is because incompatibility between your's
> plug and MikesBSpline210.dll
> Here:
> http://members.cox.net/weber.mike/BSplineDLL/
>
Currently, I do not have the Bspline plugin loaded, and still the browse
button not responding, so that would mean interference with FullMoon, or yet
another plugin maybe?
Thomas
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From: Thomas de Groot
Subject: Re: [Announce]: POVInclude Version 1.1
Date: 27 Dec 2004 08:54:24
Message: <41d01410@news.povray.org>
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"Marc Jacquier" <jac### [at] wanadoofr> schreef in bericht
news:41cff3bd@news.povray.org...
>
> See min_extent and max_extent
>
Right! Now I remember! Thanks Marc!
This brings me to the following suggestion to Neil: If the min_ and
max_extent were provided in the include file, would that be directly
translatable to the wireframe in Moray? I am afraid I ask to much (because I
am lazy ;-))
Thomas
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"Neil Kolban" <kol### [at] kolbancom> wrote in message
news:41cfa6d4$1@news.povray.org...
> Folks,
> With a whole day devoted to cleanup, I have now released V1.1. I expect
> this to be the last release except for bug fixes or feature request
> enhancements. I have added true OpenGL shading to the view box and a host
> of other cleanup functions. The plugin and documentation have been
> refreshed.
>
> http://www.kolban.com/3d/POVInclude.htm
>
> Comments very welcome, especially since one of our number tried it and
> couldn't get it working. It is obviously important to know where it works
> and where it doesn't.
>
> Neil
>
>
Neil,
Please see my post in the previous thread. I just downloaded version 1.1 and
all the things I said in my previous post still apply except for the
following: when I make duplicates, they now are represented, and now the
"Browse" button does not work at all.
Steve Shelby
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...
> 4. Question: How do you group multiple objects inside the union (page 7,
> last line, of the docs)?
...
I think this refers to your include file. The include file can have multiple
objects. Another method of using an include file is the UDO/inc method, this
however is grouped in an object{} statement.
Stephen
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