"yesbird" <nomail@nomail> wrote:
> It's unbelievable, but it looks like you are reading my thoughts or maybe we are
> only thinking the same way. I've even attached the code snippet that I wrote a
> few months ago with comments that citates you word by word )) !
Sorry - _I_ was quoting you - your stuff posted in the example section.
Those tiny bits of code really don't affect parsing time, and are probably best
kept as part of the main scene file, so that there is no question of how a
particular scene was rendered, and it's possible to recreate exactly a lost
For complicated scenes, where I need to move the camera to many different
locations to line things up or otherwise see from a different perspective, or
use an orthographic camera, I use a #switch #case #break #end block that
contains multiple camera definitions, so i can rapidly move around the scene
while developing it. Any difference in parse time isn't noticeable, and indeed,
keeping it in a separate file, where the computer needs to seek, read, and
include that data is likely slower.
> but I found that preparing good example
> scenes is some kind of art, spending more that 70% of working time for this
> activity. So I am going deeper into POV rendering specifics and the link you
> sent gives me exactly what I need - laconic recommendations with examples.
Yes, knowing what you want and achieving that on screen are two completely
different things. Looks like you're hitting the 90-10 Rule. 90% of your time
will be spent working on the last 10% of the project/scene.
Laconic. Heh. :) I've been called "taciturn." :D
"Once, in flight school, I was laconic."
> Now I am starting text support, (again, are you reading my thoughts !?) - and
> information about fonts is very important, you saved a lot of time for me.
Glad I could save time and boost you along the learning curve.
Looking forward to seeing some beautiful new scenes.
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