POV-Ray : Newsgroups : povray.text.scene-files : Shortest code again Server Time
25 Dec 2024 13:07:51 EST (-0500)
  Shortest code again (Message 1 to 5 of 5)  
From: Nieminen Juha
Subject: Shortest code again
Date: 7 Sep 1999 09:57:45
Message: <37d519d9@news.povray.org>
Try to guess how does the output look like before rendering.

camera{location<4,2>look_at 0}light_source{9,1}union{#local A=0;#while
(A<360)union{cylinder{y-z,x-y,.02}cylinder{y-z,-x-y,.02}rotate y*A}#local
A=A+9;#end pigment{rgb x}finish{specular .5}}plane{y,-1pigment{granite}}


-- 
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: Bob Hughes
Subject: Re: Shortest code again
Date: 7 Sep 1999 22:43:39
Message: <37d5cd5b@news.povray.org>
Light source is up and right, which is white in color as is also the
cylinder objects which are 60 in number having a medium highlighting
and arranged into a circle on the y plane, perhaps making a spoke/hub
object.  Camera looking downward 22.5 degrees but looking toward -x.
Possibly black and green granite plane as ground/floor.

Bob

Nieminen Juha <war### [at] cctutfi> wrote in message
news:37d519d9@news.povray.org...
>
>   Try to guess how does the output look like before rendering.
>
> camera{location<4,2>look_at 0}light_source{9,1}union{#local
A=0;#while
> (A<360)union{cylinder{y-z,x-y,.02}cylinder{y-z,-x-y,.02}rotate
y*A}#local
> A=A+9;#end pigment{rgb x}finish{specular
.5}}plane{y,-1pigment{granite}}
>
>
> --
>
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: TonyB
Subject: Re: Shortest code again
Date: 8 Sep 1999 15:57:32
Message: <37D6B05C.8B6CCE42@panama.phoenix.net>
I never knew you could define a 2d vector camera...

--
Anthony L. Bennett
http://welcome.to/TonyB

Non nova, sed nove.


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From: Chris Huff
Subject: Re: Shortest code again
Date: 8 Sep 1999 16:28:31
Message: <37D6C739.A188AC93@compuserve.com>
2D vectors are promoted to 3D vectors when necessary. The same goes for
color vectors and floats.


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From: Ken
Subject: Re: Shortest code again
Date: 8 Sep 1999 17:25:17
Message: <37D6D3DD.8A00D39@pacbell.net>
Chris Huff wrote:
> 
> 2D vectors are promoted to 3D vectors when necessary. The same goes for
> color vectors and floats.

Advanced user question # 123 :)

-- 
Ken Tyler

See my 850+ Povray and 3D Rendering and Raytracing Links at:
http://home.pacbell.net/tylereng/index.html


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