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List:       kpovmodeler-devel
Subject:    Re: Frame System
From:       "=?ISO-8859-1?Q?Miguel_Angel_G=F3mez_M=E1rquez?=" <atomicmx () gmail ! com>
Date:       2006-10-04 21:01:53
Message-ID: c49bcf870610041401v2e89ddc2g383cf1610fd47bf6 () mail ! gmail ! com
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Would it be too ugly to use a preprocessor ( parser) before calling
the renderer?
-------
A possible answer i want to opinions on and for to make basic
animations without modifying much the code would be adding  2 objects
(in the same window for the moment) putting a tag or label that says
that the first object is the begining and the last one is the end.
Then to make the tween we call the function x (which was selected by a
combo box or something) this case linear, and  linear function will do
something like:

TWEEN ALGORITHM  Linear(){}
                              Spline(){}                            *
   Frame  = Relative Tweened Object
                              Whatever(){}


BoxEnd::propertieX - BoxBegin::propertieX
----------------------------------------------------         *
CLOCK  = BoxTween::PropertieX
                           Frames
                     (or just Box)




So before writing the .POV temp file the BoxEnd and BoxBegin will be
removed (filtered, so they wont be drawn) and we get as result the
Draw just of the tween (animated frame).

In theory those tags can be added just as a comment so most of the
code won't be touched. (comments like the name of the objects )
would be something like

//*PMFrames=10 (for the whole animation)

//*PMBegin1
Box  bla bla

//*PMBegin2
Light

//*PMEnd2
Light

//*PMEnd1
Box bla bla


Then instead of
KPM in memory --> Serializer ---> Render TMP File
Would be
KPM in memory ---> Tween processor --- Serializer ---> Render TMP File

So we would only modify some visual widgets. and making the Tween module.

So, what about this idea?
This will keep intact the clean framework of the actual code.

By the way, which distro do you use mates?
I bet you use Debian or SuSE.

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