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On Thu, 06 Dec 2001 00:21:18 GMT, Angelo 'kENpEX' Pesce wrote:
> little slower because we can't include anything that is not
> portable... like a jit-compiler system for this shading-scripts for
> example)
That's where you're wrong. JIT is acceptable as a platform-specific
extension, because it doesn't keep anyone from using the shaders on
a platform that doesn't have JIT yet.
> Really? I didn't know that... As I sayied in another post, I would
> really like to have a tech doc about povray... :/
Well, it's not in the source code that's accessible to the public yet
anyway; this is a new feature in 3.5.
>>: 4) Blurred reflection
>> You can already do blurred reflection (see my other post where I show
>>an example). You can also make blurred refraction currently as well.
> I know, but as U can read in another reply, you can do it via a trick,
> and I don't know why I should do that via a trick...
Define "trick." You do it via a process that very closely resembles
the actual physical process that causes blurred reflection. I fail to
see how that can be considered a "trick."
> Actually someone proposed to make a .NET tool... I think that a java
> tool will be really good, as java has networking features and it's
> portable and secure for that
Such tools are the province of third-party developers. The POV-Team
works on POV, not on the various frontends for it. It's possible that
a future version will include some sort of cross-platform TCP/IP support,
if that's feasible, but nobody's making any promises.
> So at last I think I made a reasonable wish list here... Who knows,
> mabye someone of the pov-team will listen to my wishes somedays...
You've been engaged in a flame war with at least two members of the
POV-Team, and more than one member of the POV TAG. Didn't you know that?
--
#macro R(L P)sphere{L F}cylinder{L P F}#end#macro P(V)merge{R(z+a z)R(-z a-z)R(a
-z-z-z a+z)torus{1F clipped_by{plane{a 0}}}translate V}#end#macro Z(a F T)merge{
P(z+a)P(z-a)R(-z-z-x a)pigment{rgbt 1}hollow interior{media{emission T}}finish{
reflection.1}}#end Z(-x-x.2y)Z(-x-x.4x)camera{location z*-10rotate x*90}
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