Subject:
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Re: colors.dat (Was: POV Color Cheat?)
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Newsgroups:
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lugnet.cad.ray
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Date:
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Thu, 31 Jan 2008 03:04:30 GMT
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Viewed:
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9222 times
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In lugnet.cad.ray, Travis Cobbs wrote:
> I have two comments. First of all, it appears that you divided the colors in
> ldconfig.ldr by 256, instead of dividing by 255. For example, blue in
> ldconfig.ldr has RGB values of 0, 51, 178. Dividing these by 256 yields the
> values you have below, which is why I'm assuming that's where you got your
> numbers. Dividing by 255 (since the range is 0 to 255, not 0 to 256) would
> yield <0, 0.2, 0.6980>. Of course, this isn't likely to produce any visible
> difference, but if you're going to calculate things out to 4 decimal places,
> it's probably best to use the correct values in those 4 decimal places. (Note
> that I didn't check your values for the other four colors; maybe you didn't
> really do this.)
>
> Secondly, I'd suggest adding the following to the end of the file right above
> the 0 L3P ENDPOV: <snip>
>
> --Travis
Thanks for your comments and suggestions. Is this better?
0 Color Redifinition Include File
0 Name: colors.dat
0 Author: Tore Eriksson
0 // Original idea by Dave Schuler
0 // Original POV code by Jeroen de Haan
0 // LDView code by Travis Cobbs
0 L3P IFPOV
0 #undef Color1
0 #ifndef (Color1)
0 #declare Color1 = #if (version >= 3.1) material { #end texture {
0 pigment { rgb <0,0.2,0.698> }
0 finish { ambient AMB diffuse DIF }
0 #if (QUAL > 1)
0 finish { phong 0.5 phong_size 40 reflection 0.08 }
0 #if (BUMPS) normal { BUMPNORMAL } #end
0 #end
0 } #if (version >= 3.1) } #end
0 #end
0
0 #undef Color2
0 #ifndef (Color2)
0 #declare Color2 = #if (version >= 3.1) material { #end texture {
0 pigment { rgb <0,0.549,0.0784> }
0 finish { ambient AMB diffuse DIF }
0 #if (QUAL > 1)
0 finish { phong 0.5 phong_size 40 reflection 0.08 }
0 #if (BUMPS) normal { BUMPNORMAL } #end
0 #end
0 } #if (version >= 3.1) } #end
0 #end
0
0 #undef Color4
0 #ifndef (Color4)
0 #declare Color4 = #if (version >= 3.1) material { #end texture {
0 pigment { rgb <0.7686,0,0.149> }
0 finish { ambient AMB diffuse DIF }
0 #if (QUAL > 1)
0 finish { phong 0.5 phong_size 40 reflection 0.08 }
0 #if (BUMPS) normal { BUMPNORMAL } #end
0 #end
0 } #if (version >= 3.1) } #end
0 #end
0
0 #undef Color6
0 #ifndef (Color6)
0 #declare Color6 = #if (version >= 3.1) material { #end texture {
0 pigment { rgb <0.3607,0.1255,0> }
0 finish { ambient AMB diffuse DIF }
0 #if (QUAL > 1)
0 finish { phong 0.5 phong_size 40 reflection 0.08 }
0 #if (BUMPS) normal { BUMPNORMAL } #end
0 #end
0 } #if (version >= 3.1) } #end
0 #end
0
0 #undef Color10
0 #ifndef (Color10)
0 #declare Color10 = #if (version >= 3.1) material { #end texture {
0 pigment { rgb <0.4196,0.9333,0.5647> }
0 finish { ambient AMB diffuse DIF }
0 #if (QUAL > 1)
0 finish { phong 0.5 phong_size 40 reflection 0.08 }
0 #if (BUMPS) normal { BUMPNORMAL } #end
0 #end
0 } #if (version >= 3.1) } #end
0 #end
0
0 L3P ELSEPOV
0 // LDView code
0 !COLOUR Blue CODE 1 VALUE #0033B2 EDGE 0
0 !COLOUR Green CODE 2 VALUE #008C14 EDGE 0
0 !COLOUR Red CODE 4 VALUE #C40026 EDGE 0
0 !COLOUR Brown CODE 6 VALUE #5C2000 EDGE 8
0 !COLOUR Bright_Green CODE 10 VALUE #6BEE90 EDGE 0
0 L3P ENDPOV
0
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Message has 1 Reply: | | Re: colors.dat (Was: POV Color Cheat?)
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| (...) <snip> (...) <snip> (...) It looks good. However, while I did copy and paste the lines that help out LDView, I didn't write them. They come directly from ldconfig.ldr, so saying "LDView code by Travis Cobbs" is misleading. --Travis (17 years ago, 12-Feb-08, to lugnet.cad.ray)
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Message is in Reply To:
| | Re: colors.dat (Was: POV Color Cheat?)
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| I have two comments. First of all, it appears that you divided the colors in ldconfig.ldr by 256, instead of dividing by 255. For example, blue in ldconfig.ldr has RGB values of 0, 51, 178. Dividing these by 256 yields the values you have below, (...) (17 years ago, 30-Jan-08, to lugnet.cad.ray)
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