POV-Ray : Newsgroups : povray.unofficial.patches : Re: Pov-Ray With Subdivision available : Re: Pov-Ray With Subdivision available Server Time
28 Sep 2024 16:52:27 EDT (-0400)
  Re: Pov-Ray With Subdivision available  
From: Xiaobin Wu
Date: 13 May 2004 13:19:51
Message: <40a3ae37$1@news.povray.org>
This is a repost from yesterday on news-submission. The newest versions is
0.01b.
http://www.cise.ufl.edu/~xwu/Pov-Sub

>
> Here are a few things that I have fixed/changed according to the feedback:
>
> 1.  Fixed a problem that leads to slower rendering of un-subdivided
meshes.
>     (Thanks, Mika)
>
>
> 2.  The syntax to switch on flat shading is changed to "smooth off" from
>    "flatshading". Christoph is right, and I do like "smooth" better. But I
want the
>     default to be smooth shaded, so you will need to add an "off" to
switch on flat shading.
>
> 3.  Removed the restriction on the maximum valence of the vertices.
(Thanks
>     Kristof).
>
> > Jms wrote:
> > I did a test under win98/win2000pro and the return is always:
> > "out of memory : cannot allocate - 304 bytes for triangle mesh data".
> > For just two triangles without anything else nor texture, nor normal
> > indices.
>
> 4.   This problem is a little bit more complex. When you subdivide an
object
>      with open boundary, the behavior of the faces on the boundary is not
>      well-defined.The strategy that I used is to simply discard those new
boundary faces.
>
>     What happened to the two triangle cases is that there is no more faces
>     left after 1-step subdivision.
>
>     I fixed the memory allocation error and spit out a warning instead
when
>     the similar case happens.
>     The object will disappear naturally.
>
>     Eventually one would like to have other strategies on the boundary.
But
>     that is  currently on the Wish List.  For more information about this
issue,
>    please refer to papers such as:
>
>       *Towards Hardware Implemention of Loop Subdivision*
>       by S. Bischoff, L. Kobbelt and H-P. Seidel.
>      in Proceedings of the 2000 SIGGRAPH/EUROGRAPHICS  Workshop on
Graphics
>      Hardware
>


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