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spa### [at] raf256 com news:Xns### [at] 204 213 191 226
> This demo requires RGB + normal FT data, but I will fake it using pov
> 3.5 in two renders (one for actual RGB, second to gather FT data).
Btw, current SpecFlare needs 3*2 channels - RGB and RGB of specular
highlight, in next version it will need another RGB more - for actual light
sources (that we are looking on directly) and it will result in 3 renders
per image :| Ofcourse gathering data for specular / light sources doesn't
need rediosity, focalblur, arealights and there fore it is quick, but still
one phase rendering would be better imho.
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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On 18 Aug 2003 06:51:37 -0400, "Rafal 'Raf256' Maj" <spa### [at] raf256 com> wrote:
> > And please note, you did not proposed patch. You usually imagine/propose
> > _feature_ and only promise patches :-)
>
> And my SpecFlar is what, an FPP game ;) ?
> Yes it is as separate program. I wrote in only in 3 hourse (one day
> including test image screation and render).
SpecFlar does not introduce any of features you proposed while feature you
described in last post takes about 10 minutes for experienced programmer with
some basic rayracing knowledge (implement output to text file from within a
loop over image pixels and recompile). I imagine you are experienced
programmer if you need only 3 hours for writing whole pretty advanced
application :-)
> I use MinGW and if pov 3.5 can't be yet compiled by it - it's a problem for
> me if I want to change pov code.
Wrong. MinGW is not able to compile raw POV with _WinGUI_. There should be not
problem with compiling console application and MegaPOV is available for almost
8 months with makefile for MinGW.
http://megapov.inetart.net/download.html
I think that having this link you are able to implement feature you mentioned
for tomorrow? In the meantime can you give me reference to the thread I asked?
> > Why ? If you can output it with 16 bit per color resolution in
> > format readable for other image manipulation apps why to introduce
>
> In with format can I store informations about RGB each pixel, is it a light
> source and how bright, is this an hit-point of monster for my game, what is
> normal of this pixel, how far is it from camera.
> It would need about 5 channels.
What's wrong with having it in 2 images with 3 channels each ?
> And yes, this is usefully, if arguemnt about monster in game etc is'nt so
> good for graph artistis, I hope a little demo I'm making would be
> interesting.
Rafal, You will spend more time preparing such demo than implementing text
output within loop for own purposes for yourself. Really! Why you are so lazy
to undestand it? Moreover post processing patch since its begining in old
MegaPOV does exactly what you want.
ABX
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abx### [at] abx art pl news:kvb1kv849pdudia8tj9jj8gpo90ag0v6no@4ax.com
> Wrong. MinGW is not able to compile raw POV with _WinGUI_. There
> should be not problem with compiling console application
Hmm I realy like GUI but no problem.
Heres an idea - You will introduce me to recomiling pov[1] if You have time
to help me by email, and then I will write this patches mentioned above.
Deal :) ?
btw. it's not so simple, because to add more chanels and special chanels
like flags - each ray must store all informations (RGB, user*, info).
For each user* there can be filter / transparent (same for info, but info
would need only binary filter - on/off).
--
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M
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On 18 Aug 2003 07:29:29 -0400, "Rafal 'Raf256' Maj" <spa### [at] raf256 com> wrote:
> > Wrong. MinGW is not able to compile raw POV with _WinGUI_. There
> > should be not problem with compiling console application
>
> Hmm I realy like GUI but no problem.
> Heres an idea - You will introduce me to recomiling pov[1] if You have time
> to help me by email, and then I will write this patches mentioned above.
> Deal :) ?
No :-)
I do not agree for email. If there can be some problems there is a chance
somebody in the fututre will have those problems too. Feel free to ask in
povray.unofficial.patches or if necessary in povray.programming and answer to
your question will be available for others. That's how sharing knowledge work
best. Be aware I do not know DevC package.
> btw. it's not so simple, because to add more chanels and special chanels
> like flags - each ray must store all informations (RGB, user*, info).
It is simple :-) Main intersection test returns pointer to intersected object.
ABX
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