POV-Ray : Newsgroups : povray.unofficial.patches : MegaPov speed/persistent variables : Re: MegaPov speed/persistent variables Server Time
2 Nov 2024 03:13:40 EDT (-0400)
  Re: MegaPov speed/persistent variables  
From: Mikael Carneholm
Date: 5 Mar 2000 11:42:08
Message: <38C28E5C.C3916E88@ida.utb.hb.se>
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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