>>> I suggest looking at something like the g-xxx.c or vdeck converters.  The 
>>> first is specifically an example converter -- that should >>actually work

<snip>

>Note you can do more than just study the code.  That program is actually 
>compiled (but not installed), so you can run it from a build >directory.  For 
>example:

>cd path/to/brlcad/build/dir
>make g-xxx
>src/conv/g-xxx
>src/conv/g-xxx -o output.xxx share/db/moss.g all.g
>cat output.xxx

>>From there, you can edit the source code, re-run make, and more interactively 
>>study what the code is doing.

>Cheers!
>Sean

It working successfully and also other databases in db are also helpful to me :)

>> Both these can render CSG models well.
>This is true.
>> In BRL-CAD we can set our view
>> site but in POV-ray we can set it fast compared to BRL-CAD.
>This is not true.
>If someone is more familiar with Povray, setting up a view will naturally be 
>faster for them in Povray.  If someone is familiar with >BRL-CAD, that will be 
>faster.  Not familiar with either, it's pretty much a moot point -- it's 
>trivial to set up a render view with either and is >pretty much covered in the 
>very first tutorial for both.

I agreed with you. Practice makes perfect. :)

>> We can set light. Its intensity, focus area etc. We can even add two
>> or more light source in POV-ray.

>For the initial implementation, I'd suggest making it match BRL-CAD's 
>light/scene description.  That is to say that a given BRL-CAD >model may 
>define many light sources and other shader parameters.  Import them.  This 
>information should translate completely and >faithfully to Povray.  Suggest 
>using our share/db/moss.g example geometry for testing as it has several 
>primitives with different shader >properties and includes an explicit light 
>source.

>Cheers!
>Sean

Using moss.g and my own databases having lights defined in them are
running successfully. Now, I am trying to understand how it works.
:)



Smile On!!
Gurwinder Singh Bains

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