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Stephen <mca### [at] aol com> wrote:
> On 9/22/2016 6:54 PM, LanuHum wrote:
> > clipka <ano### [at] anonymous org> wrote:
> >> Am 22.09.2016 um 17:29 schrieb LanuHum:
> >>
> >>> We will need the sample files from all types of objects that can be created on
> >>> Bishop export. All modifiers, media{}, photons{}, interior{} and so on.
> >>> We need to learn how to Bishop writes the text: where to put spaces and line
> >>> transfers.
> >>
> >> Uh... no, actually you need to generally learn the intricate details of
> >> POV-Ray's scene description language. Because you certainly don't want
> >> to limit your importer to POV files created by Bishop3D.
> >>
> >> Oh, the fun you'll have! ;)
> >
> > I see.
> > The problem of parsing the scene that you allow the user to wear underpants on
> > his head. :))))))))))))
>
> Some users do not have underpants to wear. ;)
> Some only want to point and click.
>
> That is who mostly use modellers.
>
If you are working only with the mouse, the program creates the standard file in
a style that is easy to handle.
#declare CoPigment = pigment{granite color_map{...}}
#declare CoNormal = normal{granite 1 normal_map{...}}
#declare CoFinish = finish{brilliance 2 ...}
#declare Concrete = texture{pigment{CoPigment}normal{CoNormal}finish{CoFinish}}
#declare Spheroid = sphere{0,1 texture{Concrete}}
object {Spheroid}
This order and the well-read
>
> > Your SDL encourages mess.
> > But nor is it terrible. There is no desire to write when no one needs.
> > ...pov file can be easily read using python, but it will take a lot of work
> >
>
> It is a template, yes?
> It is not for me to criticise what I cannot do myself.
>
If the user writes himself, he does so:
sphere {0,
1 texture{pigment{granite
color_map{...}}normal{granite 1
normal_map{...}}finish{
brilliance 2
......}
}
}
Then the user writes here:
Lanuhum!Your importer does not work!
Povray does not find an error!!!
:)))))))
To read such a mess with no errors in the Povray written source code parser
almost the size of one megabyte!!!!!!!
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