POV-Ray : Newsgroups : povray.pov4.discussion.general : Suggest v4.0 keep enhanced marble pattern. (yuqk R17 v0.6.11.0) : Re: Suggest v4.0 keep enhanced marble pattern. (yuqk R17 v0.6.11.0) Server Time
10 Dec 2024 06:43:33 EST (-0500)
  Re: Suggest v4.0 keep enhanced marble pattern. (yuqk R17 v0.6.11.0)  
From: Bald Eagle
Date: 16 Nov 2024 08:50:00
Message: <web.6738a25a3bfda2b81f9dae3025979125@news.povray.org>
William F Pokorny <ano### [at] anonymousorg> wrote:

> SSLT - maybe I'll give it a go. My todo list always grows longer when I
> interact with you... :-)

:D   My to do list gets longer when I finally get some time to myself and I can
think about all the things that I have to or want to do.

I think that implementing a more collaborative approach to scenes might help
people like us (too busy + too many ideas) make progress and complete more
scenes / experiments.  The old coding circles and code pong type stuff.

"Here's my basic / incomplete scene, here's what I want to do, here's what I
have, and this is what still needs coding / developing / fixing."

A scene can be made very modular using include files, #switch/case blocks,
macros, etc.
Unimplemented parts of the scene can just have placeholders that can be edited
as the scene develops.
It's easy enough to paste links to POV-Rayfeatures, images on the web, code that
needs to get translated to SDL, etc. into the scene as comments.

Then anyone at any time can pick it up and run with it, and then post how far
they've gotten.

Because we all know that sometime the difference between complete poop and a
great looking working scene can be editing a single line of code, changing a
single value, or just implementing one feature that makes it WORK.


> SSLT is one of those features still on yuqk's 'not sure what to do with
> it' list. There are issues. Not the least of which is the feature was
> never really polished off in the code. On other than simple geometries
> I've found it a little funky to use - this could be me not understanding
> it well. It's slow on my little i3, so it's hard for me to experiment.

Yes, as I recall, it was complicated to merely implement in a scene as well.
TdG managed to get it to work fairly well in the granite texture - maybe you can
just steal a block of code from there and see what you can get to work.

Or post your crackle-wood code, with specific ideas to convert it to geometry,
and someone can work that out and apply the SSLT if they have the time and
nothing specific of their own to work on.

- BW


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