It turns out I had misunderstood the documentation, mixing up persistence of
variables with persistence of scenes and ending up with having both labeled
objects AND the normal objects "pointed to" by their variable names (thus the
huge difference in rendering time).
This was the code:
#ifndef(Body)
#include "D:\Pov\Cessna\Body.inc" // #declares Body=union{bicubic_patch[1..n]
}
#end
#ifndef(Wheelcaps)
#include "D:\Pov\Cessna\Wheelcaps.inc" // #declares
Wheelcaps=union{bicubic_patch[1..n] }
#end
#if(1) // persistent variables yes/no
union{
object{Body}
object{Wheelcaps}
rotate y*clock*360
}
#else
union{
object{Body}
object{Wheelscaps}
label TestObject
}
modify{
TestObject
rotate y*clock*360
}
#end
Reading the docs again it's clear that all that's needed to make the variables
persistent is to turn Persistent_Animation on - yesterday I got the impression
that you also had to label the objects.
Sorry for that.
- Mikael.
----------------------------------------------------
Mikael Carneholm
Dep. of Computer Science and Business Administration
Personal homepage:
http://www.studenter.hb.se/~arch
E-mail:
sa9### [at] idautbhbse
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