Ron Parker wrote:
>contained in the povwin_src\windows\codemax dir
of the source archive
Quoting the README-BEFORE-UNZIPPING.TXT file from that directory:
-where - I looked in ftp://ftp.povray.org/pub/povray/Official/Windows/
& povwin_s.zip\windows\codemax
& povwin_s.zip\windows
& povwin_s.zip
& all the
reademe files in povwin_s.zip
and CANNOT find the file README-BEFORE-UNZIPPING.TXT or the below mentioned
text
[...]
This means that you will NOT be able to compile this project.
You are not meant to be able to.
[...]
The CodeMax VCL component is internal to the POV-Team and
has not yet been released (and probably never will be). It depends
heavily
on the presence of the header files, also.
Note that you MAY NOT re-use any of this code anywhere else.
The reason I ask is:
1 - To be able to add syntax highlighting for new keywords such as
"photons" & "noise3d" etc. would be useful.
2 - I have started a patch (for the windows & possibly other GUI
platforms) that keeps options & objects & textures & media
etc. in memory between renders, thereby eliminating parsing time altogether,
which I crave to be able to do, esp. when modifying one number such as
x translation of an object or parts of a colour or pigment map.
It basically takes persistent variables to another level and it will?
be able to convert scenes back and forth from text to memory - it (when
it gets off the ground) will use a tree, a properties window and several
"link" objects (which I am currently developing in a testbed) to represent
a scene as it is in memory graphically. The strategy so far is
1- when converting to the GUI format to
parse the scene - Done thanks to the POV Team
duplicate the scene from the global Frame
& opts structs into another
pair of Frame & opts
structs (specific to the current scene) - in progress
2 - when rendering to
skip parsing - in progress
duplicate the scene back to the global one - in
progress
render as usual - Done thanks to the POV Team
3 - converting back to text to
do some kind of reverse parse - in progress
free the memory - in progress (will use destroy
functions from the povsrc core)
The reason for all this duplication is that I can't be bothered &
am too lazy to go through the core looking for functions referring to the
Frame & opts
structs and modifying them to use a pointer to these passed to them as
a parameter.
The ability to build cmedit.dll would allow a "link bed" control to
be put in place of the CodeMax control.
I guess I'll have to do some thinking & devious message sending
or just create 2 tab windows - 1 for CodeMax controls & 1 for my "link
bed" controls and switch between using a menu or toolbar command.
which compiler/s are the following lines specific to
#include <vcl.h> - standard compiler header ??
#pragma package(smart_init)
#pragma resource "*.dfm"
etc.
Bye -Pabs