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On Thu, 10 Jan 2002 15:09:43 +0200, Eugene Arenhaus
<eug### [at] avalon-net co il> wrote:
>Example 1.
portal pigment, MegaPOV
>Example 2.
object pattern, POV 3.5
>Example 3.
isosurfaces, parse-time hf generation, POV 3.5
>All properties of objects in the scene should be accessible from the
>scene description language, both for reference and assignment.
min_extent, max_extent, #declare, transform, vtransform, vector/float
functions, POV 3.5
>It should be possible to use references to objects instead of object
>copies.
mesh2, POV 3.5
...
sorry, need sleep. This should be enough for now :)
Peter Popov ICQ : 15002700
Personal e-mail : pet### [at] vip bg
TAG e-mail : pet### [at] tag povray org
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In article <nmpu3uc9ks523edtc1li7uv3c4sfbv902m@4ax.com>,
Peter Popov <pet### [at] vip bg> wrote:
> >Example 1.
>
> portal pigment, MegaPOV
MegaPOVPlus, and an unreleased version...
I really should update my website...I don't plan to release a new MP+,
at least until a MegaPOV based on 3.5 is released, but maybe I'll
release the particle system and portal pigment patches individually.
> >Example 2.
>
> object pattern, POV 3.5
Or just a combination of patterns and maps, POV 3.1....probably earlier
versions. More difficult though.
--
--
Christopher James Huff <chr### [at] mac com>
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From: Thorsten Froehlich
Subject: Re: ATT: POV team and everyone - POV4 design proposal
Date: 12 Jan 2002 15:08:21
Message: <3c4097b5@news.povray.org>
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In article <3c3f7645$1@news.povray.org> , "Rick [Kitty5]" <ric### [at] kitty5 com>
wrote:
> wrote:
>> > my point being you cannot take a pov 2.2 file and expect pov 3.5 to
> render
>> > it without some tweaks
>>
>> have you checked this?
>
> I have spent hours doing conversions
Did you ever try "#version 2.2" in those scenes?
Thorsten
____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trf de
Visit POV-Ray on the web: http://mac.povray.org
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From: Rick [Kitty5]
Subject: Re: ATT: POV team and everyone - POV4 design proposal
Date: 12 Jan 2002 16:46:53
Message: <3c40aecd$1@news.povray.org>
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> Did you ever try "#version 2.2" in those scenes?
no, as I wanted to use objects from an older pov file in a new scene
--
Rick
Kitty5 WebDesign - http://Kitty5.com
POV-Ray News & Resources - http://Povray.co.uk
TEL : +44 (01270) 501101 - FAX : +44 (01270) 251105 - ICQ : 15776037
PGP Public Key
http://pgpkeys.mit.edu:11371/pks/lookup?op=get&search=0x231E1CEA
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"Rick [Kitty5]" wrote:
>
> > Did you ever try "#version 2.2" in those scenes?
>
> no, as I wanted to use objects from an older pov file in a new scene
Hint: You can use the version directive more than once in the same
scene file.
--
Ken Tyler
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From: Thorsten Froehlich
Subject: Re: ATT: POV team and everyone - POV4 design proposal
Date: 12 Jan 2002 18:46:44
Message: <3c40cae4@news.povray.org>
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In article <3c40aecd$1@news.povray.org> , "Rick [Kitty5]" <ric### [at] kitty5 com>
wrote:
>> Did you ever try "#version 2.2" in those scenes?
>
> no, as I wanted to use objects from an older pov file in a new scene
??? You are aware that you can use #version 2.2 when the old part starts
and then switch back to #version 3.x after the objects have been parsed. It
is in the documentation...
Thorsten
____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trf de
Visit POV-Ray on the web: http://mac.povray.org
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From: Warp
Subject: Re: POV team and everyone - POV4 design proposal
Date: 12 Jan 2002 20:58:12
Message: <3c40e9b3@news.povray.org>
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Rick [Kitty5] <ric### [at] kitty5 com> wrote:
: a little pointless as pov 4 will (hopefully) be C++ instead of C?
3.5 is already C++ (although mostly in the sense that it requires a C++
compiler, not in the sense that it has been designed as OO C++ from the
beginning).
--
#macro N(D)#if(D>99)cylinder{M()#local D=div(D,104);M().5,2pigment{rgb M()}}
N(D)#end#end#macro M()<mod(D,13)-6mod(div(D,13)8)-3,10>#end blob{
N(11117333955)N(4254934330)N(3900569407)N(7382340)N(3358)N(970)}// - Warp -
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From: Warp
Subject: Re: ATT: POV team and everyone - POV4 design proposal
Date: 12 Jan 2002 20:59:14
Message: <3c40e9f2@news.povray.org>
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Peter Popov <pet### [at] vip bg> wrote:
:>It should be possible to use references to objects instead of object
:>copies.
: mesh2, POV 3.5
Also mesh, POV ?.?
--
#macro M(A,N,D,L)plane{-z,-9pigment{mandel L*9translate N color_map{[0rgb x]
[1rgb 9]}scale<D,D*3D>*1e3}rotate y*A*8}#end M(-3<1.206434.28623>70,7)M(
-1<.7438.1795>1,20)M(1<.77595.13699>30,20)M(3<.75923.07145>80,99)// - Warp -
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From: Batronyx
Subject: Re: POV team and everyone - POV4 design proposal
Date: 13 Jan 2002 01:08:05
Message: <3c412445@news.povray.org>
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> a little pointless as pov 4 will (hopefully) be C++ instead of C?
Whatever.
Tony[B] has stated much more eloquently what I intended to convey. :)
^"^
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Well, hello again, and thank you for taking interest -
I feel I need to answer a few reoccurring questions and gripes. :)
First: Again, I did not mean to bash POV. I merely wanted to provide
food for thought, not for target practice. :) Please try to not feel as
if I am assaulting your favorite program (language, feature, etc.) -
that was never my meaning.
Second: Yes, you are right, I am most likely not up to date with the
cutting edge development done on POV 3.5, and for that I apologize. I am
much more experienced with software design in general than with this
particular program... My chief experience was with POV 3.1. Thank you
for your comments. Still, my goal was to think of a broad picture, not
to peck on particular features or tricks.
Third. No, it is not going to be a "completely different" language. In
fact, it can be made to reuse most scene files with at worst some minor
tweaking, if that goal is set. (With POV team saying themselves they
aren't going to make POV4 100% compatible with version 3 - thou who hast
not sinned... :) )
And last... the goal of the post was, again, to provide a broader
picture as food for thought. I am not saying that there's no way to do
[X] in POV for any given [X] - the idea was to eliminate the need for
obscure, unintuitive, kludgy ways of doing that [X] for sake of an easy,
flexible way of doing it. There is difference between having to write a
whole program in POV script and merely plugging several objects
together, don't you agree? What I meant that the design similar to what
I outlines would really facilitate both making scenes and writing
patches, and it seems that similar thoughts are not mine alone, if your
corrections to my "gripes" are an indication - POV does move in that
very direction.
Thank you all.
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