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// This work is licensed under the Creative Commons Attribution-ShareAlike 3.0 Unported License.
// To view a copy of this license, visit http://creativecommons.org/licenses/by-sa/3.0/ or send a
// letter to Creative Commons, 444 Castro Street, Suite 900, Mountain View, California, 94041, USA.
// Persistence of Vision Ray Tracer Scene Description File
// File: t_stars_.pov
// Vers: 3.5
// Desc: Render via t_stars.ini,
// generates html files and images for all the
// textures in stars.inc
// Date: 2001/07/30
// Auth: Ingo Janssen
#version 3.6;
global_settings {
assumed_gamma 1.0
}
#include "colors.inc"
#include "stars.inc"
#include "html_gen.inc"
#declare Generate_HTML=yes;
#declare Generate_Images=yes;
// all texture names extracted from stars.inc,
// as strings for the generation of the html-files
// and as identfiers for the generation of the images.
#declare str_textureArr=array[6] {
"Starfield1", "Starfield2", "Starfield3", "Starfield4", "Starfield5",
"Starfield6",
}
#declare textureArr=array[6] {
Starfield1, Starfield2, Starfield3, Starfield4, Starfield5,
Starfield6,
}
#if (Generate_HTML)
#if (clock=0) // generate the html-files for showing the images in.
#declare FromFileName="stars.inc" // the name of the include file the data came from.
#declare OutName="t_stars" // the OutName should match with Output_File_Name in the ini-file!!!!
#declare Keyword="texture" // the stuff represented in the array: texture, pigment, material, color etc.
#declare DataArray=str_textureArr // the array containing the strings of identifiers
#declare NumPicHorizonal=3; // the amount of images per row in the table
#declare NumPicVertical=2; // the amount of images per collumn in the table
#declare IW=image_width; // the dimesions of the image, these are set in the ini-file!
#declare IH=image_height;
#declare Comment=""
HTMLgen(FromFileName, OutName, Keyword, DataArray, NumPicHorizonal, NumPicVertical, IW, IH, Comment)
#end
#end
#if(Generate_Images)
camera {
right x*image_width/image_height
location <0,4,0.01>
look_at <0,0, 0.0>
angle 35
}
light_source {<-500,300,-500> rgb 1}
light_source {<500,500,500> rgb 0.7 shadowless}
plane {
y, 0
texture{textureArr[frame_number-1]} // put the right arrray name here !!
}
#end
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