POV-Ray : Newsgroups : povray.binaries.programming : My idea: Developers need tips! Help me, please! : Re: My idea: Developers need tips! Help me, please! Server Time
25 Apr 2024 20:06:01 EDT (-0400)
  Re: My idea: Developers need tips! Help me, please!  
From: LanuHum
Date: 4 Nov 2016 09:55:01
Message: <web.581c9191397eea9f7a3e03fe0@news.povray.org>
clipka <ano### [at] anonymousorg> wrote:
> Am 04.11.2016 um 12:59 schrieb LanuHum:
>
> > At textures no name. How to initialize?
>
> I'm not sure what you mean.
>
> POV-Ray's render engine does not use any names -- neither for objects
> nor for textures. That's just a thing used in the parser to make life
> easier for users.


File Scene.pov:

#declare Tex0 = texture {...}
#declare Tex1 = texture {...}
#declare Tex2 = texture {...}
#declare Tex3 = texture {...}

#declare Foo = blender_object { "foo" }


1. Load mesh from Blender. I do not create BlenderMesh. I immediately create a
Povray Mesh2.

#include "core/shape/mesh.h"

Mesh* Object = new Mesh();

...........................

//Mesh uses four texture.

    for( i=0; i < 4; i++) Textures[i] = Create_Texture();
or
    for( i=0; i < 4; i++) Textures[i] = NULL;


   Object->Data = reinterpret_cast<MESH_DATA *>(POV_MALLOC...
   Object->Data->Normals   = Normals;
   Object->Data->Triangles = Triangles;
   Object->Data->Vertices  = Vertices;
   Object->Data->UVCoords  = UVCoords;

   Object->Textures  = Textures;  //  !!!!!!!!!

   Object->Data->Number_Of_Normals = number_of_normals;
   Object->Data->Number_Of_Triangles = number_of_triangles;
   Object->Data->Number_Of_Vertices = number_of_vertices;
   Object->Data->Number_Of_UVCoords  = number_of_uvcoords;
   Object->Number_Of_Textures = number_of_textures;

2. Parse Scene.pov

    char *s;
    ...
    CASE(BLENDER_OBJECT_TOKEN)
        Parse_Begin();
        s = Parse_C_String();
        Object = addBlenderObject(std::string(s));
        Object -> Textures[0] = Tex0  // How to implement this?
        Object -> Textures[1] = Tex1
        Object -> Textures[2] = Tex2
        Object -> Textures[3] = Tex3
        POV_FREE(s);
        Parse_End();
    END_CASE


???????? :)


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