|
|
On 18.06.2024 16:31, William F Pokorny wrote:
>
> On your original question about #switch inside a function{} block, I saw
> your switch by multiplication as good as anything else for clarity.
Too many math operators in a row make it difficult for me to remember
"what was that and what I did it for?" Besides, it allows non-continous
functions to be created, which, in my particular case, is a disadvantage
- I'm not going to think of what POVRay will do in areas where function
is not defined, and debug all this. With splines I only have to watch
for endpoints 0 and 1 to exist.
In fact, I made a decision to remove all various mapping functions and
replace them with just spline. Using it completely match Photoshop and
GIMP "Curves" so is absolutely intuitively clear to me and hopefully
clear enough for other people, and instead of several algorithms with
explanatory comments I'll be having just one control points table. The
only problem is that in POVRay input-output pairs are written left to
right, while in Photoshop visualized as 2D plot, but I think I can stand
it :-)
--
Ilyich the Toad
https://dnyarri.github.io/
Post a reply to this message
|
|