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Will's POVRay stuff.

If you came looking for fabulous pictures, you've come to the wrong place.

After a long hiatus, I've begun raytracing again. I'll put some of my efforts up on this page one day, when I've got something that's really worthwhile. However, that doesn't mean that I'm not doing anything; I'm spending most of my time now toying, tinkering, and monkeying with the POVRay code. It has been made known by the POVRay team that the next major version will be written in C++ or some other OO language, and that's what I'm working with right now.

swoop...!

The #exec patch

I've added in an #exec keyword, as discussed on comp.graphics.rendering.raytracing, and the patch file is available here. It's a gzipped unified diff file against the 3.01 source, because it's a heck of a lot smaller than full source files; sorry to people who don't have diff and patch. You should be using Linux anyway. We'll get to some real source files in a minute...

Basically, the exec patch allows you to specify an external command in the scene file. The system executes the command and POVRay reads the stdout. It's simple and powerful, though my patch has only been tested under Linux. YMMV. The syntax is as follows:

#exec <string_expression>

where the <string_expression> is the command line you wish to execute; pipes and redirection are fine, but remember that POVRay will only read the stdout of whatever is last in line. If you want to put your data into a file and expect POVRay to read it, just make sure to #include the file you write.

The cool stuff: my adventures in the POVRay source tree

As I mentioned above, I'm doing some experimentation into rewriting POVRay in C++, and making it much more flexible. Current ideas include:

The Modules:

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Will Wagner (wwagner@io.com) /