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Thorsten Froehlich wrote:
> Well, as far as a scripting language for 4.0 we have been considering
> to allow functions written in Perl or maybe Scheme would be a good
> idea. That would make all those people happy who don't like the
> current scripting capabilities. And users could extend the GUI this
> way from inside POV-Ray scene files.
we want VB dammit :)
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Rick
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"Rick [Kitty5]" <ric### [at] kitty5 com> wrote in news:3dad2f47@news.povray.org:
> Thorsten Froehlich wrote:
>> Well, as far as a scripting language for 4.0 we have been considering
>> to allow functions written in Perl or maybe Scheme would be a good
>> idea. That would make all those people happy who don't like the
>> current scripting capabilities. And users could extend the GUI this
>> way from inside POV-Ray scene files.
>
> we want VB dammit :)
No, VB support of vectors is awful! Better use APL. The version which
needs special fonts and little stickers on the keyboard...
--
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Philippe Lhoste (Paris -- France)
Professional programmer and amateur artist
http://jove.prohosting.com/~philho/
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On Tue, 15 Oct 2002 21:58:39 +0200, Thorsten Froehlich wrote:
> I am already expecting somebody tell me in a few weeks that I suggested Perl
> or Scheme as scripting languages for 4.0 also that was just such a clear
> joke...
Aw, man, and I was looking forward to implementing that. :)
--
#macro R(P)z+_(P)_(P)_(P+1)_(P+1)+z#end#macro Q(C,T)bicubic_patch{type 1u_steps
6v_steps 6R(1)R(3)R(5)R(7)pigment{rgb z}}#end#macro _(Y)#local X=asc(substr(C,Y
,1))-65;<T+mod(X,4)div(X,4)9>-2#end#macro O(T)Q("ABEFUQWS",T)Q("WSXTLOJN",T)#
end O(0)O(3)Q("JNKLCGCD",0)light_source{x 1}// ron### [at] povray org
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In article <Xns### [at] 204 213 191 226>,
Philippe Lhoste <Phi### [at] GMX net> wrote:
> No, VB support of vectors is awful! Better use APL. The version which
> needs special fonts and little stickers on the keyboard...
Heh...I've heard that APL is an awful language. Any examples?
I'm working on a little language (called "G" for the moment) which is
designed for 3D graphics (basically a shader language), I'm trying to
make it do numeric stuff as fast as possible for an interpreted
language. It'll be nothing like Sapphire, it will be as static as
possible and won't be OO, but the syntax will probably be fairly
similar. I don't know any of the shading languages, but the interpreter
will hopefully be flexible enough to handle them if a compiler is
written.
Some assembly knowledge would probably help a lot...stack machines are
easy, but I don't know how to write a compiler for a register based
machine.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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The fact that you even started a thread of that nature seemed a bit like a
tip-off ;-).
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Christopher James Huff <chr### [at] mac com> wrote in news:chrishuff-
0A9### [at] netplex aussie org:
> In article <Xns### [at] 204 213 191 226>,
> Philippe Lhoste <Phi### [at] GMX net> wrote:
>
>> No, VB support of vectors is awful! Better use APL. The version which
>> needs special fonts and little stickers on the keyboard...
>
> Heh...I've heard that APL is an awful language. Any examples?
A Google search on APL language sample gave me a number of links, but no
graphical example of what the original language was.
I have a book on the language, though I have not programmed it... It was
fun, using a number of special symbols, some greek, some others produced,
at the time, by surperposing two symbols on the CRT...
Not very readable, but fun and very terse...
It seems that modern compilers replaced these symbols by keywords...
See a page of codes to solve a "real" problem at
<http://www.chilton.com/~jimw/ballclk.html> for example.
> I'm working on a little language (called "G" for the moment) which is
> designed for 3D graphics (basically a shader language), I'm trying to
What is exactly a shader language. I see this a lot with Renderman and
compatibles, but I am not sure of what it is and how it is used...
Something like procedural textures?
> make it do numeric stuff as fast as possible for an interpreted
> language. It'll be nothing like Sapphire, it will be as static as
> possible and won't be OO, but the syntax will probably be fairly
> similar. I don't know any of the shading languages, but the interpreter
> will hopefully be flexible enough to handle them if a compiler is
> written.
> Some assembly knowledge would probably help a lot...stack machines are
> easy, but I don't know how to write a compiler for a register based
> machine.
Good luck (even if luck isn't the right word :-).
--
--=#=--=#=--=#=--=#=--=#=--=#=--=#=--=#=--=#=--
Philippe Lhoste (Paris -- France)
Professional programmer and amateur artist
http://jove.prohosting.com/~philho/
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In article <Xns### [at] 204 213 191 226>,
Philippe Lhoste <Phi### [at] GMX net> wrote:
> It seems that modern compilers replaced these symbols by keywords...
> See a page of codes to solve a "real" problem at
> <http://www.chilton.com/~jimw/ballclk.html> for example.
Gah! And this language *wasn't* designed to be obfuscated?
> What is exactly a shader language. I see this a lot with Renderman and
> compatibles, but I am not sure of what it is and how it is used...
> Something like procedural textures?
It means a language that you write shaders in. ;-)
A shader is just a piece of code that computes the color of an object.
They are usually used for procedural textures.
POV-Ray functions could be considered a very primitive shader language,
the texture language is nearly as flexible as a more "traditional"
language, though it is harder to accomplish some of the same things and
some things aren't possible.
G will have a fairly C-like syntax:
scalar myScalar = 3.14159;
vector y = < 0, 1, 0>;
function scalar VNormalize(vector vec);
function scalar VNormalize(vector vec) {
return sqrt(vec.x*vec.x + vec.y*vec.y + vec.z*vec.z);
};
The loops and conditionals will have the same syntax they do in
Sapphire, it will be very C-like.
That's pretty much it...scalars, vectors, and functions. Maybe arrays
will be added. While Sapphire is extremely dynamic and flexible, this
will be as simple and static as possible.
I'll probably make an attempt to add it to POV, the syntax will be
something like:
g {
//G declarations and statements
function vector Foo(vector pt) {...};
}
G functions will be called through POV functions:
#declare Foo = function (n) {g {return Foo(n);}}
Or maybe something like this:
#declare Foo = g_function Foo(n);
You would also be able to use Foo in a pigment:
pigment {g_function Foo}
I haven't decided how to pass POV variables through to G functions yet.
Maybe by calling a G function to set a G variable, maybe by adding some
"import" directive to grab a variable from the POV namespace.
--
Christopher James Huff <cja### [at] earthlink net>
http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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Philippe Lhoste wrote:
>> we want VB dammit :)
>
> No, VB support of vectors is awful! Better use APL. The version which
> needs special fonts and little stickers on the keyboard...
Now that will really turn people off POV
--
Rick
Kitty5 NewMedia http://Kitty5.co.uk
POV-Ray News & Resources http://Povray.co.uk
TEL : +44 (01270) 501101 - FAX : +44 (01270) 251105 - ICQ : 15776037
PGP Public Key
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Christopher James Huff wrote:
> G will have a fairly C-like syntax:
[Snip]
Why G? Why not Cg or RenderMan SL? They have also C-like syntax and do
same thing basically. And then you can use existing shaders without
conversion.
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In article <3DB### [at] starman ee>,
Vahur Krouverk <vkr### [at] starman ee> wrote:
> Why G? Why not Cg or RenderMan SL? They have also C-like syntax and do
> same thing basically. And then you can use existing shaders without
> conversion.
Because:
1: I don't know them.
2: I'm doing this largely as an experiment in designing this kind of
language and interpreter, duplicating others would be useless.
3: Others have already done interpreters for those.
4: I can make whatever changes I want and try out new ideas.
Once I have it up and running (which will happen much sooner than for
Sapphire, it is a very simple language), I'll look at making compilers
for other languages that use the same VM (I'm especially interested in
Cg), but I'll have to learn them first.
--
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http://home.earthlink.net/~cjameshuff/
POV-Ray TAG: chr### [at] tag povray org
http://tag.povray.org/
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