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If you mean the last note about using macros inside layered textures, yes.
Except I have it the other way around -- multiple layers in a macro.
Outside of that, hold the phone for a little while, everyone. In my
1100-line scene file I have the problem. I just tried boiling it down to a
40-line test file, and of course it works just fine. :-( Let me start
whittling away huge chunks of my scene file, and I'll report back. Sorry
for bothering everyone prematurely.
-Scott
news:l1nrgu0f6llg8kpbhf52ft3v2vrjsl67ok@4ax.com...
> On Sun, 16 Jun 2002 22:53:35 -0400, "Scott Wasson" <swa### [at] townisp com>
> wrote:
> > What up?
>
> Have you noticed NOTE in '6.7.6 Layered Textures' chapter ?
>
> ABX
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On Mon, 17 Jun 2002 09:21:31 -0400, "Scott Wasson" <swa### [at] townisp com>
wrote:
> If you mean the last note about using macros inside layered textures, yes.
Yes. I mean that part.
> Except I have it the other way around -- multiple layers in a macro.
But you said: "if I add a #-something to the second layer".
Every #-something can lead to another #declaration of of layered texture. So
new # breaks previous declaration block and starts another. But previous one
is not finished so it reports an error about it. Sentence in pointed note
describes similiar situation: "macro would contain a declare the parser could
no longer guess that two or more texture identifiers are supposed to belong to
the layered texture and not some other declare." IIRC This behaviour was
explained many times.
ABX
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No problems with me.
Version 3.5.beta.RC6 win32 (.msvc)
Win98SE, 160MB, Celeron 500
Alf
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On Mon, 17 Jun 2002 09:21:31 -0400, "Scott Wasson" <swa### [at] townisp com>
wrote:
> If you mean the last note about using macros inside layered textures, yes.
> Except I have it the other way around -- multiple layers in a macro.
BTW, perhaps the reason why people can't confirm your problem is becouse you
are declaring layered texture while they put it directly to the object. If you
are not sure I'm right and You still think it is a bug you should post a short
part of your scene in two alternative versions.
ABX
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OK, I found the true culprit. I'm using Chris Colefax's explode macros to
blow up a multi-textured object. So I also have:
#declare particle_texture = fooTexture();
...
#include "Explode.inc"
If I comment out the #declare, or don't put #-something inside the 2nd
layer, it works fine. I still don't see any syntax ambiguities. Any clue?
-Scott
"Alf Peake" <alf### [at] peake42 freeserve co uk> wrote in message
news:3d0de779$1@news.povray.org...
> No problems with me.
>
> Version 3.5.beta.RC6 win32 (.msvc)
> Win98SE, 160MB, Celeron 500
>
> Alf
>
>
>
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Correction:
"Alf Peake" <alf### [at] peake42 freeserve co uk> wrote in message
news:3d0de779$1@news.povray.org...
> No problems with me.
Now I got one :/
#macro fooTexture()
texture {
pigment { Red }
}
texture {
pigment { Blue }
pigment { Green }
}
#end //macro fooTexture
//object {
sphere { < 0,0,0>, 1 fooTexture() } }
// }
Giving:
# } } <----ERROR
Parse Error: Expected 'object or directive', } found instead
Returned from renderer with error status
and sphere is highlighted.
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I didn't invoke your macro first time - just added it to a test file.
_Using_ it now gives me an error but I can't see anything wrong in the
script ( that pigment{ Green } in my post shouldn't be there).
Alf
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"Alf Peake" <alf### [at] peake42 freeserve co uk> wrote in message
news:3d0dfba6@news.povray.org...
> Correction:
>
> "Alf Peake" <alf### [at] peake42 freeserve co uk> wrote in message
> news:3d0de779$1@news.povray.org...
> > No problems with me.
>
> Now I got one :/
> sphere { < 0,0,0>, 1 fooTexture() } }
OK - there's an extra brace above. Sorry. No problems when corrected.
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The current form for layered textures is not very good, after all. It causes
too many ambiguities to both the parser and the user. IMHO it should be
redesigned for pov4.
For example something like:
texture
{ layered texture_map
{ [1 texture1]
[1 texture2]
}
}
'layered' could work like 'average', but layering the textures instead
of averaging them. The values could be used for some extra effect (don't
know if there's any useful thing, though).
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
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Scott Wasson wrote:
>
> I'm trying to declare a macro that defines a layered texture. Here's a
> simplified example:
>
> [...]
This does not look like a POV-Ray 3.5 specific problem to me. If it is,
please post a correct bug report with a sample scene showing the problem.
It it is just a problem about POV-Ray in general that occured to you while
working you should post it in a different newsgroup.
Christoph
--
POV-Ray tutorials, IsoWood include,
TransSkin and more: http://www.tu-bs.de/~y0013390/
Last updated 14 Jun. 2002 _____./\/^>_*_<^\/\.______
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