POV-Ray : Newsgroups : povray.general : Drop-Down Insert Menu Server Time
19 Apr 2024 14:13:43 EDT (-0400)
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From: yesbird
Subject: Re: Drop-Down Insert Menu
Date: 7 Mar 2023 14:47:56
Message: <3f1c70e7-9d3d-639b-71fc-c1a9df462cf8@gmail.com>
On 07/03/2023 19:58, kurtz le pirate wrote:
> Is my version of povray buggy ?
Hi,
still didn't try it myself, but have you installed 'LightsysIV' as
required on this page ?

Also, I see you are using 'Version 3.8.0-alpha.10013324.unofficial', I'd
prefer to install stable 3.7, or maybe 3.8-beta2.
--
YB


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From: Leroy
Subject: Re: Drop-Down Insert Menu
Date: 7 Mar 2023 17:20:00
Message: <web.6407b82598680f10ae5a9500f712fc00@news.povray.org>
What I use the insert menu for mostly is to save me typing.
Once in awhile scan the menu for fun, to see what things I'm not using but
could.

I made my own folder with a lots of debug statements in it. One for each data
type. I also have few odds and ends store away there.

 After reading what other had to say. I see that the insert menu has a lot of
targets to hit. The newbe, the advanced, the more advance, the more advance....
There are plenty of topics to cover. From objects to skies. I can't see one
insert menu covering every bodies needs, without Gigs of data. Only part of
those gigs would help a particular person.
 What we probably need is a insert menu web site. Where you can pick and choose
what type of menu you need. From beginners, heavily documented to advance, type
saving menus.

Have fun!


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From: yesbird
Subject: Re: Drop-Down Insert Menu
Date: 7 Mar 2023 17:32:21
Message: <fae8a118-a670-f1d2-25a9-c9ea1160f64a@gmail.com>
On 08/03/2023 01:18, Leroy wrote:
>   What we probably need is a insert menu web site. Where you can pick and choose
> what type of menu you need. From beginners, heavily documented to advance, type
> saving menus.
Probably, we could provide compact add-ons, of different kind, something
like plugins.
--
YB


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From: Bald Eagle
Subject: Re: Drop-Down Insert Menu
Date: 7 Mar 2023 18:30:00
Message: <web.6407c89e98680f101f9dae3025979125@news.povray.org>
"Leroy" <whe### [at] gmailcom> wrote:
> What I use the insert menu for mostly is to save me typing.

> I made my own folder with a lots of debug statements in it. One for each data
> type. I also have few odds and ends store away there.

I predominately do the same.

>  After reading what other had to say. I see that the insert menu has a lot of
> targets to hit. The newbe, the advanced, the more advance, the more advance....
> There are plenty of topics to cover. From objects to skies. I can't see one
> insert menu covering every bodies needs, without Gigs of data.

I don't really think that's true.  The Insert Menu as it stands, is absolutely
packed with entries.  But I think that taking a look at what's there, assessing
it, cleaning it up a bit, and jusdiciously adding to it would help people be
more productive - especially new users trying to get a scene to render - it's
really important to have early sucesses.

The menu is hierarchical, and if you take a look at Special Shapes and
Transformations, there's 3 levels to those.  That leaves a lot of room to
compartmentalize things based on level of expertise and the amount of code and
commentary that gets pasted into a scene.

And aside from just the implementation, it's always a good idea to have people
throw out ideas and spur new ideas and projects.  What goes into the Insert Menu
vs into the include directory, vs what gets fleshed out into an entire scene or
animation.  Plus the existing code could probably use some editing to clean up
the code, update it to take advantage of new developments and trim deprecated
directives, and maybe add some bits of helpful code that are hard-won but easily
lost in thousands of (unsearchable) forum posts.

Plus, then it will be all freshly-edited and proofread before the next version.
;)

- BW


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From: Bald Eagle
Subject: Re: Drop-Down Insert Menu
Date: 16 Mar 2023 06:45:00
Message: <web.6412f24a98680f101f9dae3025979125@news.povray.org>
So, I was just doodling away to play a bit with the Pi pavement pattern, and
that
a) reminded me about the (missing) dependencies in some of the code snippets
b) highlighted the presence of some unnecessary/deprecated dependencies
c) revealed some potential problems with the included shapes

There are a lot of stone/granite/metal etc textures in the menu, and it's
unclear what include file is necessary to make them work.  I think there was
also some discussion about srgb values in the colors, etc.

Some of the textures use things like pigment {White} which necessitates the
inclusion of colors.inc.  Totally avoidable.

I tried using the Dodecahedron and Icosahedron objects, and I'm getting some
strange pigmentation of parts of those.  Don't yet know if that's me, or the
structure of the object (union vs mesh), or some messed up triangle face normals
or what.

I likely won't have time to look over any of it until much later in the day, so
just bringing this up to document it, and perhaps if anyone is bored and looking
to fiddle, they could look into some of these things.

(I also noticed that when pasting the code snippets into my scene, that the
cursor hopped back up to the top of the code snippet rather than staying at the
bottom of the inserted text.   Neat trick, but unexpected - any ideas on how
that works / if it can be disabled?

- BW


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Attachments:
Download 'tilingtest.png' (1150 KB)

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tilingtest.png


 

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