POV-Ray : Newsgroups : povray.unofficial.patches : MegaPov speed/persistent variables : Re: MegaPov speed/persistent variables Server Time
2 Nov 2024 03:16:50 EDT (-0400)
  Re: MegaPov speed/persistent variables  
From: Andrew Clinton
Date: 5 Mar 2000 08:53:19
Message: <38C29069.988099BD@ibm.net>
Maybe try watching the object count in your scene frame by frame... I've 
had
some slowdowns because I've mistakedly left copies of previous objects in

later frames.  By the end of the animation you could have several hundred

copies of the objects on top of one another.

You can just put #if statements around it to only put the objects in the
first frame.  If this is not the problem with your scene, I have no idea
what is causing the slowdown.

Andrew C



Mikael Carneholm wrote:

> I have found something _really_ strange with MegaPov 0.4:
>
> I made a test scene that uses two large mesh objects (or, more
> precisely: bicubic_patch objects exported from sPatch). These two
> objects take long time to parse, and thus would be very effective to
> #declare at the start of an animation to eliminate the need to parse th
e
> files containing the objects at subsequent frames.
>
> When using labels & persistent variables, MegaPov renders 11(!)  times
> slower - here are the render time stats when not using persistent
> variables:
>
> Time For Trace/Frame:    0 hours  0 minutes   6.5 seconds (6 seconds)
>
> ...and here the render time stats when using persistent variables:
>
> Time For Trace/Frame:    0 hours  1 minutes   9.0 seconds (69 seconds)
>
> I'm not kidding here - it is _that_ much slower. My only question is:
> why? (Note: I'm new to MegaPov - so please forgive me if this is a well

> known bug/feature)
>
> ----------------------------------------------------
> 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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