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From: Simon
Subject: gl2pov (and vice-versa)
Date: 12 May 2005 11:10:01
Message: <web.428371a8d1c98bcf8b4715c90@news.povray.org>
Hi there!

  It's been centuries since I posted to these groups, I used to make some
very nice images with povray long time ago and I eventually abandonned it
for OpenGL (making my own programs in C++).  And now, I'm making a come
back to POV-Ray!

  Basically, I will be developing small programs and functions with OpenGL,
I will be learning 3D geometry and will be experimenting different
algorythms for speeding animations.  Because I deeply need feedback on my
work, as a form of encouragment, I will be posting images and eventually
movies of my work, both as OpenGL renders and POV-Ray renders (with
pov-cylinders instead of gl-lines!).

  I think it could be a good idea for me to describe the intentions of every
function I undertake and to describe my work, troubles, complications,
etc...  all this to make some sort of learning document that others will be
able to read and understand too.

  My first work (an image) will be an implementation of a povray/opengl
render display.  I don't know yet how I will make it look like, but I will
make a small program that will render a scene in OpenGL and will show the
FPS (or maybe the average millisecond render time) and at the same time
will load a pre-rendered POV-Ray image of the same scene with info of its
rendering time.  Thus giving the two images in one with all relevant
information.  In this way, I may not be able to make the sphere over a
checkered plane, but I may try something exotic!

Hope you may like my work, find it interesting and useful...
  Simon


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From: scott
Subject: Re: gl2pov (and vice-versa)
Date: 12 May 2005 11:55:01
Message: <42837c55@news.povray.org>
>   My first work (an image) will be an implementation of a
> povray/opengl render display.  I don't know yet how I will make it
> look like, but I will make a small program that will render a scene
> in OpenGL and will show the FPS (or maybe the average millisecond
> render time) and at the same time will load a pre-rendered POV-Ray
> image of the same scene with info of its rendering time.  Thus giving
> the two images in one with all relevant information.  In this way, I
> may not be able to make the sphere over a checkered plane, but I may
> try something exotic!

I don't quite understand what you are saying.  Are you:

a) Going to make a real-time animation in openGL with a POV rendered image
as a background or for other textures.

or

b) Going to attempt to make an identical-looking image in OpenGL and POV,
and show them both at the same time? (maybe in split screen)

FYI I posted a comparison of a reflective sphere over checkered plane in
both POV and OpenGL a while back (it might have been in the off-topic group
though, can't remember).  Let me know if you are interested, because I also
am working on DirectX at the same time as POV.


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From: Turner
Subject: Re: gl2pov (and vice-versa)
Date: 15 May 2005 20:34:23
Message: <4287ea8f$1@news.povray.org>
I'm sorry, I can sometimes be confusing in english...

>a) Going to make a real-time animation in openGL with a POV rendered image
>as a background or for other textures.
>  
>
That is comming up, since povray can render abstract colors/textures on 
different level of shapes, I call it very useful for making textures and 
backgrounds... but this thread is not about this aspect.

>b) Going to attempt to make an identical-looking image in OpenGL and POV,
>and show them both at the same time? (maybe in split screen)
>
>FYI I posted a comparison of a reflective sphere over checkered plane in
>both POV and OpenGL a while back (it might have been in the off-topic group
>though, can't remember).  Let me know if you are interested, because I also
>am working on DirectX at the same time as POV.
>
This is what I intend to do, but I'll do more as I'm planing on 
calculating colisions and I may build scenes in which many objects 
interact toghether, and send it to povray for a nicier look.  As I'm 
talking about colisions, a rendered movie of the scene would be better i 
think.  The OpenGL part is merely for development purposes.

Simon


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From: Simon
Subject: Re: gl2pov (and vice-versa)
Date: 16 May 2005 14:56:16
Message: <4288ecd0@news.povray.org>
>FYI I posted a comparison of a reflective sphere over checkered plane in
>both POV and OpenGL a while back (it might have been in the off-topic group
>though, can't remember).  Let me know if you are interested, because I also
>am working on DirectX at the same time as POV.
>
Ok, I've done some work in opengl that I would like to port now to 
povray.  I'm wondering about a few details before I take my POV-Ray 
manual...

Mostly, my question has to do with the comparison of the transformation 
matrix of OpenGL and the camera of povray.  I'm currently using:

gluPerspective(20, 4./3., 0.1, 20);

this with a translation to be able to view the origin with small camera 
deformation.  I believe, but I'm not sure, I could probably have a 
povray camera like this:

camera {
  location <0,0,0>
  look_at <0,0, 1> // just looking at Z+
  angle 20
  // set the ratio here with the 'right' & 'up' parameter if I remember 
right!
}

Anyway, I'll be working on a set of classes to have uniform lines in GL 
and POV, and uniform points too...  i'll be posting an image shortly.

Thanks,
  Simon


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