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A quick image in response to posting in povray.general.
Credit MakeHuman for the figures.
Also being 54, got to say these scene decks and the long walk to the
server room are taking a toll on my back. ;-)
Bill P.
Post a reply to this message
Attachments:
Download 'twentyfiveyears.jpg' (311 KB)
Preview of image 'twentyfiveyears.jpg'

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William F Pokorny <ano### [at] anonymous org> wrote:
> A quick image in response to posting in povray.general.
Wow, that ground texture is like animation in a still image! Makes it look like
the guys are standing in moving water.
I was going to try finding something I made from at least 1993 for nostalgia but
realized I couldn't do much until later on, so sifted through and revived this
Galileo thermometer from 2000. It sure had mistakes or problems when it was put
away!
Still does, something stalls the render at the top float for hours unless image
output is a smaller resolution.
Anyway... put it into the POV-Ray logo from the included example files, added a
number and voila!
Bob
Post a reply to this message
Attachments:
Download 'pov-ray_logo_25-years_galileo-thermometer.png' (225 KB)
Preview of image 'pov-ray_logo_25-years_galileo-thermometer.png'

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This is my oldest surviving image rendered with POV-Ray, in 1997...
I suddenly become aware of some little progress. ;-)
--
Thomas
Post a reply to this message
Attachments:
Download 'cityview.jpg' (75 KB)
Preview of image 'cityview.jpg'

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On 11/4/2016 2:25 PM, William F Pokorny wrote:
> A quick image in response to posting in povray.general.
I found Pov-Ray in 1998 from a link in Fractint.
These are the first two animations I did.
This for a colleague's new baby.
https://www.youtube.com/watch?v=RP4BMrfMLSk
And in celebration of working at D&G in Jamaica.
https://www.youtube.com/watch?v=d-OPfs25aRM
Small but cyclic.
--
Regards
Stephen
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Thomas de Groot <tho### [at] degroot org> wrote:
> This is my oldest surviving image rendered with POV-Ray, in 1997...
Great to see that, Thomas. If you did that sky without an image_map I would be
very surprised.
Stephen, cool carousel! And when I replayed the Newton's Cradle bottles I got
vertigo realizing where they were. :)
Bob
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On 5-11-2016 12:29, omniverse wrote:
> Thomas de Groot <tho### [at] degroot org> wrote:
>> This is my oldest surviving image rendered with POV-Ray, in 1997...
>
> Great to see that, Thomas. If you did that sky without an image_map I would be
> very surprised.
You found me out ;-)
--
Thomas
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Thomas de Groot <tho### [at] degroot org> wrote:
> On 5-11-2016 12:29, omniverse wrote:
> > Thomas de Groot <tho### [at] degroot org> wrote:
> >> This is my oldest surviving image rendered with POV-Ray, in 1997...
> >
> > Great to see that, Thomas. If you did that sky without an image_map I would be
> > very surprised.
>
> You found me out ;-)
Ha! Well, I just thought it might be procedural clouds that looked really good
for back then. Heck I still have trouble making clouds.
Liked your futuristic scene.
Bob
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On 5-11-2016 13:40, omniverse wrote:
> Thomas de Groot <tho### [at] degroot org> wrote:
>> On 5-11-2016 12:29, omniverse wrote:
>>> Thomas de Groot <tho### [at] degroot org> wrote:
>>>> This is my oldest surviving image rendered with POV-Ray, in 1997...
>>>
>>> Great to see that, Thomas. If you did that sky without an image_map I would be
>>> very surprised.
>>
>> You found me out ;-)
>
> Ha! Well, I just thought it might be procedural clouds that looked really good
> for back then. Heck I still have trouble making clouds.
Clouds are difficult to get right indeed.
>
> Liked your futuristic scene.
Ah! wait for the final render of that scene. It is still in development
stage but most hurdles have been taken now. We are entering the final
straight. :-)
--
Thomas
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On 11/5/2016 11:29 AM, omniverse wrote:
> Stephen, cool carousel!
Thanks, in those days I thought reflections were either on or off.
> And when I replayed the Newton's Cradle bottles I got
> vertigo realizing where they were.:)
And that was the highest resolution free image map I could get then. In
the original there was a clink when the bottles hit. I spent ages
getting that right. Slowly reducing the liquid in a bottle until it
sounded right. Hic. :)
--
Regards
Stephen
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Thomas de Groot <tho### [at] degroot org> wrote:
> On 5-11-2016 13:40, omniverse wrote:
> > Liked your futuristic scene.
>
> Ah! wait for the final render of that scene. It is still in development
> stage but most hurdles have been taken now. We are entering the final
> straight. :-)
No doubt I know how that is!
POV-Ray statistic messages should have a total creation time with 'days, months,
years' so we could keep track of how much time is really involved.
Bob
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Stephen <mca### [at] aol com> wrote:
> On 11/5/2016 11:29 AM, omniverse wrote:
> > Stephen, cool carousel!
>
> Thanks, in those days I thought reflections were either on or off.
>
>
> > And when I replayed the Newton's Cradle bottles I got
> > vertigo realizing where they were.:)
>
> And that was the highest resolution free image map I could get then. In
> the original there was a clink when the bottles hit. I spent ages
> getting that right. Slowly reducing the liquid in a bottle until it
> sounded right. Hic. :)
You must delve too deep into your work. LOL
Bob
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On 11/5/2016 2:15 PM, omniverse wrote:
>> And that was the highest resolution free image map I could get then. In
>> >the original there was a clink when the bottles hit. I spent ages
>> >getting that right. Slowly reducing the liquid in a bottle until it
>> >sounded right. Hic.:)
> You must delve too deep into your work. LOL
I do, I do.
A bottle of Red Stripe in one hand, a Jamaican cigarette in the other
and typing with my toes. ;)
--
Regards
Stephen
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Thomas de Groot <tho### [at] degroot org> wrote:
> Ah! wait for the final render of that scene. It is still in development
> stage but most hurdles have been taken now. We are entering the final
> straight. :-)
Final render? A likely story!
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On 11/5/2016 5:51 PM, Cousin Ricky wrote:
> Thomas de Groot <tho### [at] degroot org> wrote:
>> Ah! wait for the final render of that scene. It is still in development
>> stage but most hurdles have been taken now. We are entering the final
>> straight. :-)
>
> Final render? A likely story!
>
>
LOL
--
Regards
Stephen
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First thread in pov4 discussion:
povray.pov4.discussion.general : GPU Rendering
2007 year...
10 years old you are chatting...
I'm starting to write code...
:))))
If I do not start: you'll still think 10 years.
#include <map>
#include "Object.h"
#include "Pigment.h"
#include "Normal.h"
#include "Finish.h"
#include "Texture.h"
#include "Material.h"
#include "GlobalSettings.h"
using namespace std;
namespace povray{
class Scene{
public:
map<string,Object*> objects;
map<string,Pigment*> pigments;
map<string,Normal*> normals;
map<string,Finish*> finishes;
map<string,Texture*> textures;
map<string,Material*> materials;
GlobalSettings* settings;
Scene();
~Scene();
}}
:))))
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"LanuHum" <Lan### [at] yandex ru> wrote:
> First thread in pov4 discussion:
> povray.pov4.discussion.general : GPU Rendering
> 2007 year...
> 10 years old you are chatting...
> I'm starting to write code...
> :))))
> If I do not start: you'll still think 10 years.
>
> #include <map>
> #include "Object.h"
> #include "Pigment.h"
> #include "Normal.h"
> #include "Finish.h"
> #include "Texture.h"
> #include "Material.h"
> #include "GlobalSettings.h"
>
> using namespace std;
>
> namespace povray{
>
> class Scene{
> public:
> map<string,Object*> objects;
> map<string,Pigment*> pigments;
> map<string,Normal*> normals;
> map<string,Finish*> finishes;
> map<string,Texture*> textures;
> map<string,Material*> materials;
> GlobalSettings* settings;
> Scene();
> ~Scene();
> }}
> :))))
Sorry! I am very worried. The first line:
#include <string>
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On 11/5/2016 7:19 PM, LanuHum wrote:
> Sorry! I am very worried.
Sorry to hear that.
--
Regards
Stephen
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Stephen <mca### [at] aol com> wrote:
> On 11/5/2016 7:19 PM, LanuHum wrote:
> > Sorry! I am very worried.
>
> Sorry to hear that.
>
> --
>
> Regards
> Stephen
But, I'm really worried!
And I really want to put an end to the endless debate.
Povray must have GPU.
Povray should become a universal tool: best of the best.
I love him for endless possibilities.
Such opportunities no one else...
All of this should be available to all...
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On 11/5/2016 8:38 PM, LanuHum wrote:
> Stephen <mca### [at] aol com> wrote:
>> On 11/5/2016 7:19 PM, LanuHum wrote:
>>> Sorry! I am very worried.
>>
>> Sorry to hear that.
>>
>> --
>>
>> Regards
>> Stephen
>
> But, I'm really worried!
The word you might mean is concerned. :)
> And I really want to put an end to the endless debate.
> Povray must have GPU.
> Povray should become a universal tool: best of the best.
> I love him for endless possibilities.
> Such opportunities no one else...
> All of this should be available to all...
>
>
This has been asked many times over the years. And always the answer is
that it is not possible or so hard that it is next to impossible.
PovRay has to be portable to all OS and hardware.
I am only a user and cannot comment on the practicability.
Questions:
Could you programme to do this for all types of GPUs?
Could you work with other developers in a professional way to integrate
it into the project?
It would be great if PovRay could use a GPU but always the answer is
that it cannot be done.
--
Regards
Stephen
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Stephen <mca### [at] aol com> wrote:
> On 11/5/2016 8:38 PM, LanuHum wrote:
> > Stephen <mca### [at] aol com> wrote:
> >> On 11/5/2016 7:19 PM, LanuHum wrote:
> >>> Sorry! I am very worried.
> >>
> >> Sorry to hear that.
> >>
> >> --
> >>
> >> Regards
> >> Stephen
> >
> > But, I'm really worried!
>
> The word you might mean is concerned. :)
>
> > And I really want to put an end to the endless debate.
> > Povray must have GPU.
> > Povray should become a universal tool: best of the best.
> > I love him for endless possibilities.
> > Such opportunities no one else...
> > All of this should be available to all...
> >
> >
>
> This has been asked many times over the years. And always the answer is
> that it is not possible or so hard that it is next to impossible.
> PovRay has to be portable to all OS and hardware.
> I am only a user and cannot comment on the practicability.
> Questions:
> Could you programme to do this for all types of GPUs?
> Could you work with other developers in a professional way to integrate
> it into the project?
>
> It would be great if PovRay could use a GPU but always the answer is
> that it cannot be done.
>
> --
>
> Regards
> Stephen
Developers I know: clipka and Le Forgeron.
Important for me their opinion,,,
Clipka has uberpov, Gerome has hgpovray
I will take it...
Gerome; - problems: they do not use the C++11
Gerome - au!
you'll be a long time to write in Devanagari???
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On 2016-11-05 3:51 AM, Thomas de Groot wrote:
> This is my oldest surviving image rendered with POV-Ray, in 1997...
>
> I suddenly become aware of some little progress. ;-)
>
Here's an image rendered by DKBTrace before it became POVRay. It was
modeled by Rick Demers at Carleton University. He didn't quite get the
positioning right on the top of the pillars but the image was
nonetheless stunning when he created it. It's called "roman". It shows
the marble texture we had available at that time.
Enjoy.
Post a reply to this message
Attachments:
Download 'roman.jpg' (73 KB)
Preview of image 'roman.jpg'

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David Buck <dav### [at] simberon com> wrote:
>
> Here's an image rendered by DKBTrace before it became POVRay. It was
> modeled by Rick Demers at Carleton University.
That sky is what I was wanting to see again! Just like I remember it.
I suppose this would have been old ruins before its time if really built that
way. Not going to collapse as it is, being a ray traced image!
To my eyes there's an illusion of actual surface displacement because the two
nearest column bases aren't touching the ground. Of course the 'normal' waviness
helps to do that. Realized it must be a sphere it is set upon, not centered atop
it. Only a guess.
Bob
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On 6-11-2016 2:25, David Buck wrote:
> On 2016-11-05 3:51 AM, Thomas de Groot wrote:
>> This is my oldest surviving image rendered with POV-Ray, in 1997...
>>
>> I suddenly become aware of some little progress. ;-)
>>
>
> Here's an image rendered by DKBTrace before it became POVRay. It was
> modeled by Rick Demers at Carleton University. He didn't quite get the
> positioning right on the top of the pillars but the image was
> nonetheless stunning when he created it. It's called "roman". It shows
> the marble texture we had available at that time.
>
> Enjoy.
>
>
Oh! Yes! This is quintessential Ray Tracing indeed! It were images like
this that got me interested in the first place, also influenced by the
mythical Amiga which I bought in 1986.
--
Thomas
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Am 05.11.2016 um 23:26 schrieb LanuHum:
> Gerome; - problems: they do not use the C++11
(I guess you mean "Jerome"?)
Official POV-Ray does not use C++11 either, and still uses C++03 instead.
Maybe you mean that Jerome's HG-Povray uses a subset of C++03 that is
incompatible with C++11?
Well, that wasn't too difficult for him to do, because his HG-Povray is
based on an earlier version of POV-Ray 3.7, which itself wasn't
compatible with C++11.
Compatibility with C++11 has been established in the master branch by
now, but keeping up with that branch isn't too easy, as its architecture
is still in flux, so Jerome has opted to wait until the dust has
settled, so to speak.
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On 2016-11-05 10:32 PM, omniverse wrote:
> David Buck <dav### [at] simberon com> wrote:
>>
>> Here's an image rendered by DKBTrace before it became POVRay. It was
>> modeled by Rick Demers at Carleton University.
>
> That sky is what I was wanting to see again! Just like I remember it.
>
> I suppose this would have been old ruins before its time if really built that
> way. Not going to collapse as it is, being a ray traced image!
>
> To my eyes there's an illusion of actual surface displacement because the two
> nearest column bases aren't touching the ground. Of course the 'normal' waviness
> helps to do that. Realized it must be a sphere it is set upon, not centered atop
> it. Only a guess.
>
> Bob
>
The desert floor is actually a flat plane. Here's a section of the old
DKBTrace data file for it. (and yes, we Canadians spell colour with a u)
{ Define the desert floor }
OBJECT
PLANE <0.0 1.0 0.0> -2.0 END_PLANE
TEXTURE
0.05 { This value dithers the colours }
COLOUR RED 1.0 GREEN 0.66 BLUE 0.2
RIPPLES 0.5
FREQUENCY 2000.0
SCALE <50000.0 50000.0 50000.0>
AMBIENT 0.3
DIFFUSE 0.7
END_TEXTURE
COLOUR RED 1.0 GREEN 0.66 BLUE 0.2
END_OBJECT
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clipka <ano### [at] anonymous org> wrote:
> Am 05.11.2016 um 23:26 schrieb LanuHum:
>
> > Gerome; - problems: they do not use the C++11
>
> (I guess you mean "Jerome"?)
>
Oh! Warning: error! Thanks. :)
> Official POV-Ray does not use C++11 either, and still uses C++03 instead.
>
> Maybe you mean that Jerome's HG-Povray uses a subset of C++03 that is
> incompatible with C++11?
>
Yes. I use "auto", so turn on the flag C++11. hgpovray is not built.
povray-master - O.K
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WIP.
Post a reply to this message
Attachments:
Download 'pov25-isotest.jpg' (34 KB)
Preview of image 'pov25-isotest.jpg'

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On Sat, 05 Nov 2016 21:25:17 -0400, David Buck wrote:
> On 2016-11-05 3:51 AM, Thomas de Groot wrote:
>> This is my oldest surviving image rendered with POV-Ray, in 1997...
>>
>> I suddenly become aware of some little progress. ;-)
>>
>>
> Here's an image rendered by DKBTrace before it became POVRay. It was
> modeled by Rick Demers at Carleton University. He didn't quite get the
> positioning right on the top of the pillars but the image was
> nonetheless stunning when he created it. It's called "roman". It shows
> the marble texture we had available at that time.
>
> Enjoy.
That brings back memories, thanks for sharing, David. :)
--
"I learned long ago, never to wrestle with a pig. You get dirty, and
besides, the pig likes it." - George Bernard Shaw
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Hi(gh)!
On 05.11.2016 08:51, Thomas de Groot wrote:
> This is my oldest surviving image rendered with POV-Ray, in 1997...
>
> I suddenly become aware of some little progress. ;-)
>
Naive futurism, I would say...
Attached here you see one my oldest still existing POV-Ray images, from
1998... it shows a small portion of the uplands east of Cologne,
modelled after a topographical map and made to look a bit more... Afghan!
Yes, it's an early precursor of Khyberspace...
See you there!
Yadgar
Post a reply to this message
Attachments:
Download 'povgal002_1998_berghanistan1.jpg' (31 KB)
Preview of image 'povgal002_1998_berghanistan1.jpg'

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=?UTF-8?Q?J=c3=b6rg_=22Yadgar=22_Bleimann?= <yaz### [at] gmx de> wrote:
>
> Attached here you see one my oldest still existing POV-Ray images, from
> 1998... it shows a small portion of the uplands east of Cologne,
> modelled after a topographical map and made to look a bit more... Afghan!
Not sure I remember that one, does look familiar somehow, just know I've seen
others of yours too. Terrain is fun, always a favorite of mine.
Bob
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Here's mine. I and my friends thought it was pretty cool back in 1997.
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Attachments:
Download 'spheres1.png' (458 KB)
Preview of image 'spheres1.png'

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David Buck <dav### [at] simberon com> wrote:
> Here's an image rendered by DKBTrace before it became POVRay. It was
> modeled by Rick Demers at Carleton University. He didn't quite get the
> positioning right on the top of the pillars but the image was
> nonetheless stunning when he created it. It's called "roman". It shows
> the marble texture we had available at that time.
>
> Enjoy.
Oh wow, that's the type of image that captured my imagination in the early '90s!
I remember the sample scenes that came with the early versions of POV. (I
started out with version 1.0.) If I remember correctly one scene had a cool
spiral thing and some orange spheres and another one had a stone creature of
some sort. I bought a math co-processor for the 25 MHz 386 computer at work so I
could render those scenes. At the time I was working at a store that sold
shareware in Southern California. At one sales event I met Drew Wells and for me
it was like meeting a superstar celebrity.
The first object I made on my own was the Metallica logo. I sent it to the
Metallica fan club in 1993 and they sent it to every member of the club as a
test to see how their new e-mail system worked. Even today, there's a statement
on the Metallica fan club website that says, "The Metallica Club was started in
1993 as a way for the band to establish lines of communication with fans and
remain connected year round." So the very first communication they sent to all
the fans was a POV-Ray image! I don't have the original image file anymore but I
re-created it and attached it. It's even saved as a .gif file, just like the
original.
Thank you Mr. Buck for what you gave to the world!!!
Regards,
Dave Blandston
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Attachments:
Download 'temp.gif' (67 KB)
Preview of image 'temp.gif'

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A late gratulation to POVRAY (and the team behind)
one week before I read about the anniversary.
Here is an absurd mess of motivs, all stored when Povray was half as old...
Norbert
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Attachments:
Download 'povray anniversary.jpg' (782 KB)
Preview of image 'povray anniversary.jpg'

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On 13-11-2016 17:56, Norbert Kern wrote:
> A late gratulation to POVRAY (and the team behind)
>
> one week before I read about the anniversary.
> Here is an absurd mess of motivs, all stored when Povray was half as old...
>
Wow!
--
Thomas
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Hi everyone,
A bit late to the party here, it took me some time to root through my old
pov-ray stuff. The source for this image is date-stamped February 1995!
Furthermore, I have a few others that are as old as 1993 (although they are far
less interesting, and sadly unrenderable without modification).
I rendered this freshly - I don't have any original images from this period,
since I first used an ARM-compiled version of POV-Ray (PVRay as it was
originally known) on Acorn's RISCOS. Although it did output TGA, I only seem to
have Acorn spritefiles left now, which I can't decode easily at the moment.
It's quite impressive that the include files and syntax is sufficiently
backward-compatible to render now without any changes except for include file
paths :)
Happy 25th POV-Ray!
Bill
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Attachments:
Download 'table.jpg' (258 KB)
Preview of image 'table.jpg'

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David Buck <dav### [at] simberon com> wrote:
[snip]
> The desert floor is actually a flat plane. Here's a section of the old
> DKBTrace data file for it. (and yes, we Canadians spell colour with a u)
>
> { Define the desert floor }
> OBJECT
> PLANE <0.0 1.0 0.0> -2.0 END_PLANE
>
> TEXTURE
> 0.05 { This value dithers the colours }
> COLOUR RED 1.0 GREEN 0.66 BLUE 0.2
> RIPPLES 0.5
> FREQUENCY 2000.0
> SCALE <50000.0 50000.0 50000.0>
> AMBIENT 0.3
> DIFFUSE 0.7
> END_TEXTURE
>
> COLOUR RED 1.0 GREEN 0.66 BLUE 0.2
>
> END_OBJECT
Amazing. I remember this image. If I'm not mistaken, POVray 1.0 still used scene
syntax similar to this? And became the first incarnation of the current SDL with
v2.0 if I remember correctly...? I think the directives for looping,
conditionals and macros came in with v3.1...
Thanks for bringing back some memories (as well as providing them in the first
place) :D
Bill
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LanuHum <Lan### [at] yandex ru> wrote:
> But, I'm really worried!
> And I really want to put an end to the endless debate.
> Povray must have GPU.
> Povray should become a universal tool: best of the best.
> I love him for endless possibilities.
> Such opportunities no one else...
> All of this should be available to all...
I concur, for whatever thats worth. GPU will open the floodgates of users
and export support. Side by comparison between the output of Pov and what
exists now, plus the speed of GPU will in my view likely result in wider
adoption. More so when Helmholtz reciprocity is implemented. That will be
amazing.
Ian
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Hi(gh)!
On 06.11.2016 08:55, Thomas de Groot wrote:
> Oh! Yes! This is quintessential Ray Tracing indeed! It were images like
> this that got me interested in the first place, also influenced by the
> mythical Amiga which I bought in 1986.
Same with me... except for that it could not have been long before 1990
when I encountered the very word "raytracing" for the first time!
Interest in 3D graphics was sparked in me when I entered the world of
16-bit computing with my first Atari 1040 STFM in September of 1990
after six years with a Commodore 64 and 128 (the Amiga came in 1992) and
started subscribing the German ST Magazin...
Recently, I discovered the Commodore 64 demo scene which is surprisingly
thriving even more than 30 years after the glorious pioneer days of home
computing (I still remember some names from ancient cracktros!)... and
they even do some kind of raytracing (though not real-time - the C 64 is
many orders of magnitude too slow to be capable of this) and very
effectful 3D animations!
In the not too distant future (depending on how soon I may find an
affordable Amiga (500) with RGB monitor) I also will explore the Amiga
world, together with my loved one who is also an avid raytracerer and
Amiga retrocomputerist... I already installed the UAE Amiga emulator
under Linux and Windows, which gives me the opportunity to "retroPOV"
classic Amiga games!
Perhaps even Khyberspace will exist some day in an 8-bit or 68000
incarnation...
See you in Khyberspace!
Yadgar
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Hi(gh)!
On 14.11.2016 20:54, Bill Pragnell wrote:
> Hi everyone,
>
> A bit late to the party here, it took me some time to root through my old
> pov-ray stuff. The source for this image is date-stamped February 1995!
February (15, to be precise) 1995 was the time when I entered the
Internet for the very first time! And two months later I firstly read
about POV-Ray (not online, but in the German computer magazine Chip, for
those around understanding German:
https://find.bibliothek.tu-ilmenau.de/Record/83160851X)...
...and, yes, there still exists a POV-Ray image from these early days,
which has survived as a color hardcopy and then was scanned afterwards!
It is also a very early precursor of Khyberspace as it shows the
Spinghar mountains along the Afghanistan-Pakistan border (to the right,
Tora Bora is located)... manually pixeled from a scanned topographic map
in the Historical and Political Gazetteer of Afghanistan, edited by
Ludwig Adamec.
See you in Khyberspace!
Yadgar
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Attachments:
Download '1996 spinghar mountains (yadgar).jpg' (137 KB)
Preview of image '1996 spinghar mountains (yadgar).jpg'

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