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From: Nieminen Mika
Subject: Re: Eyeball code.
Date: 26 Jun 1999 09:52:33
Message: <3774db21@news.povray.org>
Ken <tyl### [at] pacbellnet> wrote:
:   This one is easy to answer. I don't know how to use the #if function in
: pov so I wouldn't understand it if it was properly indented or not. This
: leaves me without a basis to argue for or against your own argument.

  #if works exactly like #while except that the #if block is parsed only
once if the condition is true. It's like a #while which doesn't loop.

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Ken
Subject: Re: Eyeball code.
Date: 26 Jun 1999 09:54:19
Message: <3774DBE1.5142A098@pacbell.net>
You guys really don't get it do you ? I do indent when "I" feel it
will really help in understanding the code. I generaly will only do
so however when the code I am writing is so damn confusing there is
no other way to format it. Take the following as an example where I
was forced to apply some form of indenting. There was little choice
in the matter becasue I kept loosing myself when developing it. You
may look at and think that it is not indented properly but I find it
quit understandable in it's present form.


  The following is from a section of a tutorial I am writting on the gradient
pattern.

 #declare P1 = pigment{rgbf< 1, 1, 1,.3>}
 #declare P2 = pigment{rgbf< 0, 0, 0, 0>}
 #declare P3 = pigment{rgbf< 1, 1, 1, 0>}
 #declare P4 = pigment{rgbf< 0, 0, 0, 0>}

 #declare N1 = normal {gradient y 0.5}
 #declare N2 = normal {gradient x 1.0}

 #declare Checked1 =
 texture      {
  pigment     { checker
   pigment    { checker
    pigment   { checker
      pigment { checker
      pigment { gradient y pigment_map{[.5 P1][.5 P2]}scale 0.5}
      pigment { gradient x pigment_map{[.5 P2][.5 P1]}scale 0.5}scale 0.5}
      pigment { checker
      pigment { gradient y pigment_map{[.5 P1][.5 P2]}scale 0.5}
      pigment { gradient x pigment_map{[.5 P2][.5 P1]}scale 0.5}scale 0.5}
    scale 0.25 }
    pigment   { checker
      pigment { checker
      pigment { gradient y pigment_map{[.5 P2][.5 P1]}scale 0.5}
      pigment { gradient x pigment_map{[.5 P1][.5 P2]}scale 0.5}scale 0.5}
      pigment { checker
      pigment { gradient y pigment_map{[.5 P2][.5 P1]}scale 0.5}
      pigment { gradient x pigment_map{[.5 P1][.5 P2]}scale 0.5}scale 0.5}
   scale 0.25  }
   scale 1.0   }
   pigment    { checker
    pigment   { checker
      pigment { checker
      pigment { gradient y pigment_map{[.5 P2][.5 P1]}scale 0.5}
      pigment { gradient x pigment_map{[.5 P1][.5 P2]}scale 0.5}scale 0.5}
      pigment { checker
      pigment { gradient y pigment_map{[.5 P2][.5 P1]}scale 0.5}
      pigment { gradient x pigment_map{[.5 P1][.5 P2]}scale 0.5}scale 0.5}
    scale 0.25 }
    pigment   { checker
      pigment { checker
      pigment { gradient y pigment_map{[.5 P1][.5 P2]}scale 0.5}
      pigment { gradient x pigment_map{[.5 P2][.5 P1]}scale 0.5}scale 0.5}
      pigment { checker
      pigment { gradient y pigment_map{[.5 P1][.5 P2]}scale 0.5}
      pigment { gradient x pigment_map{[.5 P2][.5 P1]}scale 0.5}scale 0.5}
    scale 0.25 }
  scale 1.0   }
 scale 1.0    }
 normal       { checker
   normal     { checker
    normal    { checker
      normal  { checker
      normal  { gradient y 1 normal_map{[.5 N1][.5 N2]}scale 0.5}
      normal  { gradient x 1 normal_map{[.5 N2][.5 N1]}scale 0.5}scale 0.5}
      normal  { checker
      normal  { gradient y 1 normal_map{[.5 N1][.5 N2]}scale 0.5}
      normal  { gradient x 1 normal_map{[.5 N1][.5 N2]}scale 0.5}scale 0.5}
   scale 0.25  }
      normal  { checker
      normal  { checker
      normal  { gradient y 1 normal_map{[.5 N1][.5 N2]}scale 0.5}
      normal  { gradient x 1 normal_map{[.5 N2][.5 N1]}scale 0.5}scale 0.5}
      normal  { checker
      normal  { gradient y 1 normal_map{[.5 N1][.5 N2]}scale 0.5}
      normal  { gradient x 1 normal_map{[.5 N2][.5 N1]}scale 0.5}scale 0.5}
  scale 0.25   }
  scale 1.0    }
   normal     { checker
    normal    { checker
      normal  { checker
      normal  { gradient y 1 normal_map{[.5 N2][.5 N1]}scale 0.5}
      normal  { gradient x 1 normal_map{[.5 N1][.5 N2]}scale 0.5}scale 0.5}
      normal  { checker
      normal  { gradient y 1 normal_map{[.5 N2][.5 N1]}scale 0.5}
      normal  { gradient x 1 normal_map{[.5 N1][.5 N2]}scale 0.5}scale 0.5}
   scale 0.25  }
      normal  { checker
      normal  { checker
      normal  { gradient y 1 normal_map{[.5 N1][.5 N2]}scale 0.5}
      normal  { gradient x 1 normal_map{[.5 N2][.5 N1]}scale 0.5}scale 0.5}
      normal  { checker
      normal  { gradient y 1 normal_map{[.5 N1][.5 N2]}scale 0.5}
      normal  { gradient x 1 normal_map{[.5 N2][.5 N1]}scale 0.5}scale 0.5}
   scale 0.25  }
  scale 1.0   }
 bump_size 1  }
 finish       { ambient 0.3 diffuse 0.4 }
 rotate 45*z
 scale 1     
 }

-- 
Ken Tyler

mailto://tylereng@pacbell.net


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From: ingo
Subject: Re: Eyeball code.
Date: 26 Jun 1999 13:56:59
Message: <3775146b@news.povray.org>
Ken heeft geschreven in bericht <3774DBE1.5142A098@pacbell.net>...
>
>
>  You guys really don't get it do you ? ....
>  The following is from a section of a tutorial I am writting on the gradient
>pattern.
>
> #declare P1 = pigment{rgbf< 1, 1, 1,.3>}
> #declare P2 = pigment{rgbf< 0, 0, 0, 0>}
> #declare P3 = pigment{rgbf< 1, 1, 1, 0>}
> #declare P4 = pigment{rgbf< 0, 0, 0, 0>}
>
> #declare N1 = normal {gradient y 0.5}
> #declare N2 = normal {gradient x 1.0}
>
> #declare Checked1 =
> texture      {
>  pigment     { checker
>   pigment    { checker
> ....  and it goes on and on and on

WHAT is this?
I have a big 23" monitor, that I'm intersesed in buying, here this weekend for
some testing.
Renderd this texture.
Now I don't want the monitor anymore. It' toooo small !!!!!!!

ingo
--
Met dank aan de muze met het glazen oog.


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From: Nieminen Mika
Subject: Re: Eyeball code.
Date: 26 Jun 1999 14:32:00
Message: <37751ca0@news.povray.org>
Can you post a URL to an image using this interesting-looking texture?

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Ken
Subject: Re: Eyeball code.
Date: 26 Jun 1999 15:00:39
Message: <377523A7.42FE047@pacbell.net>
Nieminen Mika wrote:
> 
>   Can you post a URL to an image using this interesting-looking texture?
> 
> --
> main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
> ):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/

  On 04-16-1999 in the images group in the thread titled
"Since we are doing trees" I posted an example using this
or a very similar version of this pattern. If you can't
find it I will repost is you desire.


-- 
Ken Tyler

mailto://tylereng@pacbell.net


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From: Alex Vandiver
Subject: Re: Eyeball code.
Date: 26 Jun 1999 17:48:16
Message: <37754A8E.C6089566@tiac.net>
To get the full appreciation, map the texture onto a sphere, put the camera
inside, and create an animation of the camera rotating.  It's enough to make
one either queasy or hypnotized.
-Alex V.
Note to self: Bile belongs in the liver and gall bladder. Bile belongs in the
liver and gall bladder. Bile belongs in the liver and gall bladder..


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From: SamuelT 
Subject: Re: Eyeball code.
Date: 26 Jun 1999 20:30:40
Message: <3775712B.440D5503@aol.com>
You guys are still arguing over indentation?!?!?!? Truly this must have been
building before I ever posted the eyeball code!
Well, I am slowly deciding it may be a good thing to indent my code when I post
here. I like to stuff many things onto one line, because it saves me vertical
space. But for your sakes, I will try to indent my code.


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From: Ken
Subject: Re: Eyeball code.
Date: 27 Jun 1999 08:13:27
Message: <377615A1.111771E1@pacbell.net>
ingo wrote:

> > ....  and it goes on and on and on
> 
> WHAT is this?
> I have a big 23" monitor, that I'm intersesed in buying, here this weekend for
> some testing.
> Renderd this texture.
> Now I don't want the monitor anymore. It' toooo small !!!!!!!
> 
> ingo
> --
> Met dank aan de muze met het glazen oog.

  I have a simple solution. Add this to your scene file:

#declare Monitor_Scale = 2

object { Monitor scale Monitor_Scale }


-- 
Ken Tyler

mailto://tylereng@pacbell.net


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From: Bill DeWitt
Subject: Re: Eyeball code.
Date: 9 Jul 1999 09:59:40
Message: <3786004c@news.povray.org>
I don't see the problem.

Ken (or whoever) writes and posts code anyway he wants to, people decide to
either spend time trying to figure it out or spend time complaining, Ken
either lets it bother him or not... everyone does exactly what they want to
do...

Anarchy... Love it or hate it, just be sure to obey it, it's the law.

SamuelT. <STB### [at] aolcom> wrote in message
news:3775712B.440D5503@aol.com...
> You guys are still arguing over indentation?!?!?!? Truly this must have
been
> building before I ever posted the eyeball code!
> Well, I am slowly deciding it may be a good thing to indent my code when I
post
> here. I like to stuff many things onto one line, because it saves me
vertical
> space. But for your sakes, I will try to indent my code.
>
>
>


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From: Arthur Flint
Subject: Re: Eyeball code.
Date: 9 Jul 1999 13:06:51
Message: <37862D15.B0068B11@gci.net>
"SamuelT." wrote:
> 
> You guys are still arguing over indentation?!?!?!? Truly this must have been
> building before I ever posted the eyeball code!
> Well, I am slowly deciding it may be a good thing to indent my code when I post
> here. I like to stuff many things onto one line, because it saves me vertical
> space. But for your sakes, I will try to indent my code.

All right! A challenge! Write a "Pritty-Printing" program that will
input the "offending"
POV scene code and output a file formatted in your favorite format. ei :
no tabs or
tabs only or "asmuchasyoucanstuffononeline" or
one
key 
word 
per 
line
.
I have seen this done for Pascal and I have the text on my bookshelf
somewhere.
I intend to find it and adapt. Maybe set alternate format schemes. If
someone could then just
agree on a "posting format". Just think, no more need to comment on
format, each could
get the text and convert to his or her favorite format.
All I have to program in is qbasic that came with ms-dos. So please feel
free to pick-up this
challenge and write your own in whatever language you can. 
Also, think about a "posting format", one that will generate the least
amount of negative
comments. Lets give the NG a "unified, professional" appearance. Lets
stop the bickering.
Mr. Art


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