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From: Ger
Subject: Re: New SDL for POVRay
Date: 3 Oct 2007 12:34:16
Message: <4703c488@news.povray.org>
Bruno Cabasson wrote:

> 
> Right.
> 
> But the concern is so present that the question of a new SDL is 'on air'
> since quite a while, made this discussion happen, and interests a lot of
> people (I think). And I bet that those people you mentionned, once/if ever
> POV has its new nice syntax with new long-awaited features, will be the
> first to use it with greed ... The demand for new POV-SDL araised from the
> lacks and drawbacks of POV, even if it is a marvelous tool.
> 
> Bruno

:)

I guess you would call me one of "those people".
Don't get me wrong, I'm not against a new language perse but I am against "a
new language for the sake of a new language". If at the end of the
discussion it turns out that the current SDL cannot be cleaned up/extended
to do what we all want it to do, then off course we need a new language.
But implementing a new language has major cons. 
1) All current and older projects are useless because of loss of backwards
compatibility.
2) We'll upset/drive away a good portion of the current userbase because of
the new syntax.

-- 
Ger


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From: Nicolas Alvarez
Subject: Re: New SDL for POVRay
Date: 3 Oct 2007 13:30:05
Message: <4703d19d$1@news.povray.org>

> If POV-Ray "sees" there's a file with post-process data, it can ask the
> user if he really wants to re-render or not.  Also, an "archival" mode 
> (POV-Ray
> gives an automatically numbered name to its output) would avoid any
> dangerous overwrite (and allow to easily keep a record of an image's 
> evolution,
> which is currently tedious).

That's just a GUI detail. Well, you *better* aren't thinking on adding 
"ask the user" to the rendering backend...


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From: Fa3ien
Subject: Re: New SDL for POVRay
Date: 3 Oct 2007 13:37:26
Message: <4703d356$1@news.povray.org>


>> If POV-Ray "sees" there's a file with post-process data, it can ask the
>> user if he really wants to re-render or not.  Also, an "archival" mode 
>> (POV-Ray
>> gives an automatically numbered name to its output) would avoid any
>> dangerous overwrite (and allow to easily keep a record of an image's 
>> evolution,
>> which is currently tedious).
> 
> That's just a GUI detail. Well, you *better* aren't thinking on adding 
> "ask the user" to the rendering backend...

That would logically be done at front-end (CLI or GUI) level.

Fabien.


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From: Warp
Subject: Re: New SDL for POVRay
Date: 3 Oct 2007 13:39:10
Message: <4703d3bd@news.povray.org>
Fa3ien <fab### [at] yourshoesskynetbe> wrote:
> Disk space is cheap in these days of hard-disks filled with music and videos.

  Not when rendering animations.

-- 
                                                          - Warp


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From: Fa3ien
Subject: Re: New SDL for POVRay
Date: 3 Oct 2007 13:59:00
Message: <4703d864@news.povray.org>

> Fa3ien <fab### [at] yourshoesskynetbe> wrote:
>> Disk space is cheap in these days of hard-disks filled with music and videos.
> 
>   Not when rendering animations.

Well, let's give the option to not keep the files, then.

(hope some wiki or dedicated group will come soon, this thread
is becoming huge !)

Fabien.


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From: Bruno Cabasson
Subject: Re: New SDL for POVRay
Date: 3 Oct 2007 14:10:00
Message: <web.4703d9c8e7dc742876e65db0@news.povray.org>
Ger <No.### [at] ThankYou> wrote:
> I guess you would call me one of "those people".
> Don't get me wrong, I'm not against a new language perse but I am against "a
> new language for the sake of a new language". If at the end of the
> discussion it turns out that the current SDL cannot be cleaned up/extended
> to do what we all want it to do, then off course we need a new language.
> But implementing a new language has major cons.
> 1) All current and older projects are useless because of loss of backwards
> compatibility.
> 2) We'll upset/drive away a good portion of the current userbase because of
> the new syntax.
>
> --
> Ger

That's not so obvious to me. AFAIK, compatibility problems already happened
in POV's life when the syntax evolved and new features were added. The
#version clause was added for that. If the new syntax inherits enough from
the current one, we can imagine either that the new is a subset of the old
and the new parser will understand old syntax, or converters can be
developped (which is not far from the first case). I can't imagine that the
new syntax makes less features than the old, so I dont't see why there would
be an impossibility.

However, the arrival of a new syntax is a major change, thus we can't hope
making a significant step without some eventual concessions.

Even if lots of nice stuff was produced with pov 3.6 & megapov 1.2.1 syntax,
it appears that many people feel limited and want something new. That's the
reason of this discussion and justifies we think seriously about it and try
to determine the WHAT, the WHY, and the HOW.

Bruno


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From: Shay
Subject: Re: New SDL for POVRay
Date: 3 Oct 2007 14:40:13
Message: <4703e20d@news.povray.org>
Warp wrote:
> Shay <Sha### [at] cccc> wrote:
>> C) Invent and code a new programming language and then code the 
>> algorithm in that language.
> 
> Right, because all that is necessary for every single algorithm which
> will be ever made for POV-Ray.
> 

Not quite. I suppose one set of commands would take care of a handful of 
converters. The mesh-handling stuff? Well there's decimation for 
marching cubes of isosurfaces or CSG. Subdivision? Of what? Who creates 
mesh models without a mouse (except me)?

This will all sound a lot better after someone has taken care of the 
many things that POV users cannot do (rendering algorithms). After that, 
what POV users cannot *conveniently* do might seem a lot more important.

  -Shay


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From: Warp
Subject: Re: New SDL for POVRay
Date: 3 Oct 2007 14:48:07
Message: <4703e3e6@news.povray.org>
Shay <Sha### [at] cccc> wrote:
> Not quite. I suppose one set of commands would take care of a handful of 
> converters. The mesh-handling stuff? Well there's decimation for 
> marching cubes of isosurfaces or CSG. Subdivision? Of what? Who creates 
> mesh models without a mouse (except me)?

  I really don't understand your attitude. You are mocking the few
examples given (and even quite illogically at that) and you refuse to
see the big picture behind those examples.

-- 
                                                          - Warp


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From: Patrick Elliott
Subject: Re: New SDL for POVRay
Date: 3 Oct 2007 15:24:01
Message: <MPG.216d9a37a6d5db0e98a036@news.povray.org>
In article <470313c2@news.povray.org>, 
nic### [at] gmailisthebestcom says...

> > In article <47024d79$1@news.povray.org>, 
> > nic### [at] gmailisthebestcom says...
> >> Umm... Isn't that how things work on *any* loosely-typed language?
> >>
> >> var arr = [123, [12,34], "foo", /\s+public ?(.*)/g, new Sphere(1,2,3
)];
> >>
> >> A valid Javascript array containing a number, another array, a string,
 a 
> >> regular expression, and a Sphere (provided that the Sphere object was
 
> >> defined).
> >>
> > Well, all I know is that it wasn't, for what ever reason, possible with
 
> > the client. That *may* be due to the fact that Java is *not* normally
 
> > that loosely typed, or that some serious problem existed in ActiveScrip
t 
> > which seriously fracked it (since it relies a lot of that for every 
> > language except Lua. Though, mind you, half the ActiveScript languages
 
> > seem to not follow spec anyway and suffer from bloody silly 
> > inconsistencies even in how you instance them, never mind get them to d
o 
> > anything after they are linked.)
> > 
> 
> You're mixing up Java and Javascript (they have nothing to do, name 
> similarity is apparently because of marketing reasons). Java is 
> strongly-typed, Javascript is loosely-typed. Java is compiled into 
> bytecode, Javascript is interpreted. Java has classes, Javascript has 
> prototype-based OOP instead.
> 
I realize there are differences between them, didn't know that was one 
of them though. I still don't like the syntax that well. My point was 
though that you get the same issues trying to use something like Python. 
It didn't link the same way, even though it should have, and worse, 
there actually seems to be some sort of insane memory leak in it, 
triggered when you drop in some temp code to run, then try to remove it 
again. We are not sure if its garbage collection not handling the 
deleted code correctly or what, but its frustrating.

Oh, and using Java may not be useful precisely *because* it relies on 
compiled Bytecode. Why? Because I am not sure how well it can handle 
shifting code in/out on the fly, and while I am not sure how/if that 
would be useful in POVRay, since it kind of assumes you are going to 
render one frame, then exit, it is a nice things to have some times. 
Like say you have a flag to turn off a certain feature, while testing 
colors, because it slows things down. So, you figure, "Ok, color is 
good, so lets just type in "myflag = 1", so the next frame will render 
"with" the feature turned on, so I can see it that is working too, 
without having to restart the entire render." Sure, its not the sort of 
thing you "expect" to be doing in a program like this, but it can be 
useful some times to have immediate execution of a comment "into" the 
code that is already running, in some cases. You can't do that with 
compiled code.

Now, whether there is a legitimate reason to allow such a thing in 
POVRay is another question entirely, as well as how that would effect 
speed. But it is something that might be considered. Its also used in 
the client I use to do things like reacting to some event, then 
inserting code to do some specific task "at that event". Probably not 
useful or necessary for POVRay, since coding that in directly, then re-
running the script, is probable just as easy, but again, its something 
that could be done real time, even as processing is being done, in the 
client I use, while a compiled language simply wouldn't support it. 
Useful for something like POVRay or completely useless? Not sure myself. 
I am sure I could think of uses for it "if" I had the option, but 
thinking of them now is a bit harder.

-- 
void main () {

    call functional_code()
  else
    call crash_windows();
}

<A HREF='http://www.daz3d.com/index.php?refid=16130551'>Get 3D Models,
 
3D Content, and 3D Software at DAZ3D!</A>


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From: St 
Subject: Re: New SDL for POVRay
Date: 3 Oct 2007 16:15:52
Message: <4703f878$1@news.povray.org>
"Warp" <war### [at] tagpovrayorg> wrote in message 
news:4703e3e6@news.povray.org...
> Shay <Sha### [at] cccc> wrote:
>> Not quite. I suppose one set of commands would take care of a handful of
>> converters. The mesh-handling stuff? Well there's decimation for
>> marching cubes of isosurfaces or CSG. Subdivision? Of what? Who creates
>> mesh models without a mouse (except me)?
>
>  I really don't understand your attitude. You are mocking the few
> examples given (and even quite illogically at that) and you refuse to
> see the big picture behind those examples.

     Erm... calm down Warp. I've read every post here and Shay has offered 
no less than anyone else. As it happens, from a non-programmers point of 
view, I think this thread has been a frenzy of what everyone *wants*, and in 
the end, I think nothing will happen directly resulting from this thread 
imo.

     It's a shame really, because the skill is here, in our very own 
community.

     (But, I'll be happy to download the 'new' version when it's ready).


         ~Steve~




>                                                          - Warp


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