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Loooooong time in place. :-)
But it shows, that you made deep thoughts about this subject, respect to
that. :-D
#declare ShowHullMidship = on;
#declare ShowHullCommand = on;
#declare ShowHullAntennas = on;
#declare ShowHullHangars = on;
#declare MyBackground = "SL_Space_Scene_003"; // Wormhole
#declare ShowStarFleetComparison = off; // Enterprise
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On 20-12-2015 15:20, clipka wrote:
> Here's a fun language construct for you:
>
> #declare TSimplified = texture { ... }
> #declare (TA,TB,TC,TD,TE,TF,TG,TH,TI,TJ,TK,TL,) = (
> #for (I,1,12) TSimplified, #end
> );
>
> (The extra comma at the end of the identifier list is intentional.)
>
> Needs POV-Ray 3.7.1-alpha.8141620 or later.
>
Hey! Thanks! This is a construct I didn't know about!
> - Wherever you use a pre-defined texture, use a macro call instead,
> passing the texture name as a string; thus, instead of this:
>
> texture { MyTexture }
>
> you would now use:
>
> Texture("MyTexture")
>
> - In the macro, define whatever rules you deem fit to select your
> texture, possibly making use of the Parse_String macro from strings.inc,
> like so:
>
> #include "strings.inc"
> #macro(TextureName)
> #if(FullTextures)
> texture { Parse_String(TextureName) }
> #elseif(substr(TextureName,1,4) = "gray")
> texture { ... }
> #else
> // nothing; don't apply any texture at all
> #end
> #end
>
>
> Note how this approach, even though using only existing features, can
> provide far more flexibility than your suggested mechanism could ever be
> designed to provide.
>
Yes, this is what I was struggling with above without success. I did
something similar in one of my scenes but that was a simpler case.
Thanks for this Christoph. I shall add this to my workflow.
--
Thomas
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