Re: Frame System
Andreas Zehender <[email protected]> Wed, 04 Oct 2006 21:27:25 +0200
| Newsgroups | gmane.comp.kde.devel.kpovmodeler |
|---|---|
| Message-ID | <[email protected]> |
Hi Miguel, Miguel Angel G=F3mez M=E1rquez schrieb: > But eventually it will have to be like that. > But seems that i jump some steps like > 1.- there is no frames system yet > 2.- there is not a 100% stable cluster support in KPM > 3.- worrying about cluter bottleneck, when not having the cluster and = > the cluster support and the animation system. > hey, that's life :-p I wouldn't worry about cluster support. I have a patch that adds the = possibility to add custom options to povray and let you specify a path = where the scene should be placed. And that should be enough, isn't it? = The povray command is already configurable. > --- > And with your idea you have to check for every property in every object > whether a variable name or the actual value should be exported which is > IMHO quite ugly. > --- > Lol, ugly sounds like bad coding, lets say its quite "barbaric" or = > "rude" but > its the optimal solution if we want to export to POVRay (as 1or 2 if = > separating the animation file as an include). > From my experience in KPovModeler and at work: Ugly or barbaric code as = you call it is never a solution, is almost allways too inflexible and = has to be rewritten later. If there is a bottleneck, the solution for it = has to be elegant, not rude. Better think about a solution for some = weeks if you see no elegant solution. You know I am a perfectionist, but that's the reason for the elegant = codebase and the quality of the program. > Thinking about a previous comment that KPM is KPM with some renderer = > (POVRay renderer in this case) > If we forget the POVRay exportation, (which i still think its VERY = > important, and this may be because, i've worked much with POVRay code = > and its renderer (i've actually touched POVRay renderer code)) then = > well the Andreas idea would be the very best (far best) for this case. = > but it would inhibit (or make it very very very hard) to implement = > exportation to povray code), and well in this case, there is a KPM = > file format "who cares about .pov?" > (not sarcastic nor cynical, i meant it as it looks like) Well, if an animation with 1000 frames is exported to povray, do you = think that can be modified with the povray code? That exported scene can = be used as backup, or to resample the animation in different = resolutions, but nothing more. You need the kpm file to change pathes, = scripts or functions to modify the scene. Changing 1000 constants is not = an option. And to bind customers to your application is a common trick = in economy *grin* > I've already started working a little with this, and i hope (i almost = > promise) that within 2 weeks i'll have something working. > > Perhaps this weekend but cant be sure. Please do me and especially you a big favour: Do not start coding before = you have an architecture in mind and before I give you the go for that. = To start with coding works for small projects, but not for such huge = projects. I know you are enthusiastic and unpatient, but I have to slow = down you here to avoid frustration if you coded something for some days = or weeks and I say: "No, not that way" afterwards. Regards, Andreas List archive and information: https://mail.kde.org/mailman/listinfo/kpovmod= eler-devel