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Does anyone know how to build cmedit.dll from the source on the ftp site
contained in the povwin_src\windows\codemax dir of the source archive
PLEASE send replies to pab### [at] hotmailcom as well as here
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On Mon, 07 Feb 2000 12:22:24 +0800, Pabs wrote:
>Does anyone know how to build cmedit.dll from the source on the ftp site
>contained in the povwin_src\windows\codemax dir of the source archive
Quoting the README-BEFORE-UNZIPPING.TXT file from that directory:
[...]
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.
>PLEASE send replies to pab### [at] hotmailcom as well as here
Sorry; ask here, get the answer here.
--
The superpatch: http://www2.fwi.com/~parkerr/superpatch/
My other stuff: http://www2.fwi.com/~parkerr/traces.html
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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
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On Tue, 08 Feb 2000 14:00:32 +0800, Pabs wrote:
>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
It was there in the 3.1e version of the source; if it's missing from the
3.1g source, it must be an oversight. I'll email it to you if you'd like.
>The reason I ask is:
>1 - To be able to add syntax highlighting for new keywords such as "photons"
>& "noise3d" etc. would be useful.
I wouldn't spend much time on this. Syntax highlighting will almost certainly
be handled differently in 3.5.
> duplicate the scene from the global Frame & opts structs into another pair
>of Frame & opts structs (specific to the current scene) - in progress
Careful. There's a lot more to POV's current state than what you see in the
frame and opts structs. Also, everything will change in this regard with 3.5.
>which compiler/s are the following lines specific to
>#include <vcl.h> - standard compiler header ??
>#pragma package(smart_init)
>#pragma resource "*.dfm"
They're specific to Borland C++ Builder, but the comments I posted before are
correct: that source cannot be built without parts that you don't have and
can't get. It is for educational purposes only.
--
The superpatch: http://www2.fwi.com/~parkerr/superpatch/
My other stuff: http://www2.fwi.com/~parkerr/traces.html
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Ron Parker wrote:
> >The reason I ask is:
> >1 - To be able to add syntax highlighting for new keywords such as "photons"
> >& "noise3d" etc. would be useful.
>
> I wouldn't spend much time on this. Syntax highlighting will almost certainly
> be handled differently in 3.5.
Many may not know, or care, but the CodeMax editor that is used with
the Windows version of POV-Ray was generously donated by it's author
as a custom version of a commercial program. Since this author expects
to make money from the sales of his commercial version he does not want
the general public having the ability to modify and redistribute it
without his direct control. Any feature changes to the editor then will
have to be done by the POV-Team in co-operation with of the original
author.
--
Ken Tyler - 1300+ Povray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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Ken wrote:
> Ron Parker wrote:
>
> >The reason I ask is:
> >>1 - To be able to add syntax highlighting for new keywords such as "photons"
> >>& "noise3d" etc. would be useful.
> >
> > I wouldn't spend much time on this. Syntax highlighting will almost certainly
> >be handled differently in 3.5.
good - you could read this at runtime from a text/binary file instead of having an
unchanging struct in cmedit.dll or have the struct in the POV-Ray src so that
patches can use proper syntax highlighting for their new keywords.
When will 3.5 be out by the way. 8-)
> >It was there in the 3.1e version of the source; if it's missing from the
> >3.1g source, it must be an oversight. I'll email it to you if you'd like.
I only have the 3.1a source - it's the only verson downloadable from the ftp site -
as indicated by ftp://ftp.povray.org/pub/povray/Official/Windows/README
I QUOTE "NOTE! The source code is still at v3.1a. It's not the source for 3.1g."
anyways I would like that file - please e-mail it to me.
> Many may not know, or care, but the CodeMax editor that is used with
> the Windows version of POV-Ray was generously donated by it's author
> as a custom version of a commercial program. Since this author expects
> to make money from the sales of his commercial version he does not want
> the general public having the ability to modify and redistribute it
> without his direct control. Any feature changes to the editor then will
> have to be done by the POV-Team in co-operation with of the original author.
I was talking about cmedit.dll not CMAX101.dll, the latter being the CodeMax
control code and the former being the POV-Ray support code for the CodeMax control &
therefore I would not and connot even see the src for the donated version, therefore
there is no danger of profit loss. And I do know AND care.
> > duplicate the scene from the global Frame & opts structs into another pair
> >of Frame & opts structs (specific to the current scene) - in progress
>
> Careful. There's a lot more to POV's current state than what you see in the
> frame and opts structs.
Oh really what else ?
I know there is a variable called filename but I am not that deep in the src to know
much more. (No need to answer this if you don't have the time)
> Also, everything will change in this regard with 3.5.
Damn - well I suppose everything in my version will have to change as well - I hope
I can finish my patch before 3.5 comes out 8-)
Pabs
Bye
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In article <38A3802C.DE9A9984@hotmail.com> , Pabs <pab### [at] hotmailcom>
wrote:
> Oh really what else ?
> I know there is a variable called filename but I am not that deep in the src
> to know much more.
About 350 more global variables distributed over 60 or so files. Most of
them are critical for the correct operation...
Thorsten
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On Fri, 11 Feb 2000 11:21:16 +0800, Pabs wrote:
>> >It was there in the 3.1e version of the source; if it's missing from the
>> >3.1g source, it must be an oversight. I'll email it to you if you'd like.
>
>I only have the 3.1a source - it's the only verson downloadable from the ftp site -
>as indicated by ftp://ftp.povray.org/pub/povray/Official/Windows/README
>I QUOTE "NOTE! The source code is still at v3.1a. It's not the source for 3.1g."
>anyways I would like that file - please e-mail it to me.
I'm pretty sure the source that's currently in
ftp://ftp.povray.org/pub/povray/Official/Windows/povwin_s.zip is the 3.1g
source, regardless of what the README might say. I suspect the README is
a little out of date (note that it's dated over a month before the source.)
--
The superpatch: http://www2.fwi.com/~parkerr/superpatch/
My other stuff: http://www2.fwi.com/~parkerr/traces.html
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