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- ...ons like those. However, when comparing identifiers with some value or two identifiers together it starts to be very useful. Consider this:</p>29 KB (5,048 words) - 14:27, 16 December 2016
- ::* [[Documentation:Tutorial Section 2.2#Transform Identifiers|Transform Identifiers]]22 KB (2,482 words) - 09:59, 26 June 2017
- ...ons like those. However, when comparing identifiers with some value or two identifiers together it starts to be very useful. Consider this:</p>20 KB (3,493 words) - 18:29, 5 September 2009
- :* [[Documentation:Reference Section 2#Identifiers and Keywords|identifiers and keywords]]4 KB (601 words) - 14:40, 16 August 2010
- <p>Finish identifiers may be declared to make scene files more readable and to parameterize scene ...<code>rgb <1,0,0></code> as color literals or when declaring pigment identifiers.</li>36 KB (5,741 words) - 20:55, 2 July 2021
- <code>[[Reference:Declare and Local Directives#Declaring identifiers|:declare|declare]]</code><br> <code>[[Reference:Declare and Local Directives#Destroying Identifiers with undef|:undef|undef]]</code><br>44 KB (6,152 words) - 11:29, 2 October 2018
- ...are used to include other text files in the stream of commands, to declare identifiers, to define macros, conditional, or looped parsing and to control other impo [[Reference:Declare and Local Directives#Destroying Identifiers with undef|:#undef|#undef]]<br>4 KB (570 words) - 14:22, 9 June 2021
- <li>[[Reference:Identifiers|Identifiers]] are no longer limited to just 40 characters in length since version 3.6.238 KB (5,895 words) - 20:53, 2 July 2021
- ...had explicitly typed the full <code>texture {...}</code> around it. Normal identifiers may be declared to make scene files more readable and to parameterize scene5 KB (895 words) - 20:33, 2 July 2021
- <p>You may declare and use normal map identifiers but the only way to declare a normal block pattern list is to declare a nor3 KB (473 words) - 08:48, 30 June 2017
- <p>Object identifiers may be declared to make scene files more readable and to parameterize scene4 KB (575 words) - 20:48, 2 July 2021
- You may declare and use texture map identifiers but the only way to declare12 KB (1,846 words) - 11:07, 7 February 2018
- ...ection. Need to locate something quickly? The list of [[Reference:Keywords|identifiers and keywords]] is a good place to start. See the [[Documentation:Tutorial S2 KB (259 words) - 08:24, 29 June 2017
- <p>You may declare and use pigment map identifiers but the only way to declare a pigment block pattern list is to declare a pi4 KB (639 words) - 10:44, 24 July 2017
- z</code> built-in vector identifiers. The example above could be specified3 KB (577 words) - 18:09, 17 July 2012
- In order to come a bit closer to resembling the distribution some class identifiers from the <code>povray35.css</code> style sheet have been added to the [[Med4 KB (594 words) - 20:00, 22 October 2010
- ...ing POV in our case, here are some examples of Valid Class Names and their Identifiers:47 KB (7,135 words) - 09:19, 30 December 2022
- identifiers or functions which return strings. For example:</p>5 KB (870 words) - 15:19, 16 December 2016
- <p>You may declare and use slope map identifiers. For example:</p>7 KB (1,157 words) - 08:49, 30 June 2017
- <p>You may declare and use density map identifiers but the only way to declare a density block pattern list is to declare a de9 KB (1,332 words) - 08:58, 30 June 2017