POV-Ray : Newsgroups : povray.general : Re: 3.1beta Bug Report : Re: 3.1beta Bug Report Server Time
13 Aug 2024 17:22:29 EDT (-0400)
  Re: 3.1beta Bug Report  
From: Y Tanabe
Date: 2 Aug 1998 13:24:12
Message: <35C492AB.71CD@kh.rim.or.jp>
Thorsten Froehlich wrote:
> 
> In article <35C40ADB.514AD812@pacbell.net> , "K. Tyler" <tyl### [at] pacbellnet>
wrote:
> 
> >   When rendering large files, both in physical size and memory
> >usage, Pov 3.1 and for that matter 3.01, render to the last line
> >(99%)and then crashes with an invalid page fault. My example is a
> >scene file that is 17 megs has 123k objects and uses a peak
> >memory usage of 61 megs. This is not the first time it has
> >happened. In fact it seems to happen on a regular basis where
> >large files are concerned.
> 
> Its nothing personal, but can you please mark windows bug reports as such - the Mac
version has a nice GUI as well, and it is very confusing to read your message and
somewhere in it find to out that its a windows only problem. And downloading it with
an image takes some time (and cost some money :-)
> BTW, maybe windows bug reports better fit in the window section of this newsgroup?
> 
> Thorsten

Mac POV-Ray3.1 beta5 remains bug in mesh.
Would you please test this file,but beta 4 made crash.
Y.Tanabe
Kobe,Japan

// ==== Standard POV-Ray Includes ====
#include "colors.inc"	// Standard Color definitions
#include "textures.inc"	// Standard Texture definitions
// ==== Additional Includes ====
// Don't have all of the following included at once, it'll cost memory
and time
// to parse!
#include "CHARS.INC"    // A complete library of character objects, by
Ken Maeno
#include "CONSTS.INC"   // Various constants and alias definitions
#include "FINISH.INC"   // Some basic finishes
#include "GLASS.INC"    // Glass textures
#include "GOLDS.INC"    // Gold textures
#include "METALS.INC"   // Metallic pigments, finishes, and textures
#include "RAD_DEF.INC"  // Some common radiosity settings
#include "SHAPES.INC"   // Standard objects from POV-Ray's earlier days
#include "SHAPES2.INC"  // Useful, but seldom used shapes
#include "SHAPESQ.INC"  // Pre-defined quartic shapes
#include "SKIES.INC"    // Ready defined sky spheres
#include "stars.inc"    // Some star fields
#include "stdcam.inc"   // Standard cameras
#include "STONES.INC"   // Binding include-file for STONES1 and STONES2
#include "STONES1.INC"  // Great stone-textures created by Mike Miller
#include "STONES2.INC"  // More, done by Dan Farmer and Paul Novak
#include "WOODMAPS.INC" // Basic wooden colormaps
#include "WOODS.INC"    // Great wooden textures created by Dan Farmer
and Paul Novak




light_source {<2,8,-10> color White }

background {color red 0 green 0 blue 1 }

camera 
{
    location <-2.5,1.25,-11.5>
//    location <0,40,0>
   direction <0, 0, 2>          // Which way we are looking <X Y Z>
   up <0, 1, 0>                 // Which direction is   +up <X Y X>
   right <4/3, 0, 0>            // Which way is      +right <X Y Z>
   look_at <0, 1.5, 10>  // Point camera at this point(center of view)
}

#declare moon = 
difference {
   sphere { <0,0,0>, 1 }
   cylinder { <-2,0,-2>, <-2,0,2>, 2 scale <2,1,1>}
}

#declare saturn =
union {
   sphere { <0,0,0>,1 }
   difference {
      cylinder { <0,-.01,0>, <0,.01,0> ,1.5 }
      cylinder { <0,-1,0>, <0,1,0> ,1.2 }
      rotate <0,0,23>
   }
}

#declare tine =
mesh { 
   // insert Diamond shape here.
   triangle { <0,0,0>, <-.2,.2,0> ,<0,.2,-.2> }
   triangle { <0,0,0>, <.2,.2,0>, <0,.2,-.2> }
   triangle { <0,.2,-.2> ,<-.2,.2,0>, <0,1,0> }
   triangle { <0,.2,-.2> ,<.2,.2,0>, <0,1,0> }
}

#declare starz =
union {
   object {tine}
   object {tine rotate <0,0,72>}
   object {tine rotate <0,0,144>}
   object {tine rotate <0,0,216>}
   object {tine rotate <0,0,288>}
   scale 1.5
}

#declare flame = cone { <0,1.1,0>, .2 ,<0,1.5,0>, .01 }

#declare sun =
union {
   sphere { <0,0,0>, 1 }
   #declare XX=0;
   #while (XX<360) 
      object { flame rotate <0,0,XX> }
      #declare XX=XX+30;
   #end // while
}

   object { moon translate <-3,3,0> texture { T_Silver_4A }}
   object { saturn translate <0,3,0> texture { T_Silver_4A }}
   object { starz translate <-3,0,0> texture { T_Silver_4A }}
   object { sun texture { T_Silver_4A }}


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