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> Oh, I'm also wondering something...is there any way to declare Table_Leg,
> then set say 4 of them up if I were making a table? I haven't really tried
> yet, but I have a feeling it wouldn't work as the only way to move the
legs
> would be to change every point in the por for each leg...right? hmm, this
is
> making me very curious... :)
Unleash the true power of POV-Ray =)
#declare Table_Leg = sor{...} // your sor object here
object {Table_Leg translate <-1,0,-1>}
object {Table_Leg translate <-1,0,1>}
object {Table_Leg translate <1,0,-1>}
object {Table_Leg translate <1,0,1>}
Very nice work on the texture!
-Peter
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"Peter Hertel" <peter**NO@SPAM**hertel.no> writes:
> Unleash the true power of POV-Ray =)
Too bad he didn't ask for railing, loops are the true pover (;
--
email : art### [at] aaa apollo lv
jabber : aro### [at] jabber org
ICQ : 158902222
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wow, thats looks really nice for just a few days with pov
Optium <Opt### [at] cox net> wrote in message news:3e247c6b@news.povray.org...
> Thanks alot guys, I think now it's beginning to look realistic. :)
>
>
>
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> > Unleash the true power of POV-Ray =)
>
> Too bad he didn't ask for railing, loops are the true pover (;
>
#macro is another true power..
Lets see..
#macro Table_Leg(Table_Leg_Location)
cylinder {0,y*2,0.1 pigment {rgb 1} translate Table_Leg_Location}
#end
#local Z = 0;
#while (Z <= 1)
#local Q = 0;
#while (Q <= 1)
Table_Leg(<Q,0,Z>)
#local Q = Q+1;
#end
#local Z = Z+1;
#end
:)
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Peter Hertel wrote:
...
> #local Z = 0;
> #while (Z <= 1)
> #local Q = 0;
> #while (Q <= 1)
> Table_Leg(<Q,0,Z>)
> #local Q = Q+1;
> #end
> #local Z = Z+1;
> #end
Yay 7 lines of code to do what 4 lines would have done so much more
clearly, POV really is powerful! :?)
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From: Peter Hertel
Subject: Re: Table Leg Using Surface of Revolution
Date: 17 Jan 2003 06:18:58
Message: <3e27e6a2@news.povray.org>
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> Yay 7 lines of code to do what 4 lines would have done so much more
> clearly, POV really is powerful! :?)
#local Z=0;#while(Z<=1)#local Q=0;#while (Q<=1)Table_Leg(<Q,0,Z>)#local
Q=Q+1;#end#local Z=Z+1;#end
There you go! Two lines for your viewing pleasure!
=)
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