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You must check these then ..
Avoid to call image_map when you are in a loop..
.... try to not read on Hard disk your image map by storing
it in a variable away from a loop
If you have multiple objects
use #local statement for each object which will appear, or used one time ..
store your pigment and texture , by a #declare
#undef each not required elements..(if #local not possible)
HOLLOW your objects ...
else that the price to pay multiple textured object ...
news:4541cff2$1@news.povray.org...
> In fact its normal cause you place a number of polygon with texture ..
> you will be able to reduce memory usage by grouping all polygons of same
> texture , then applying the texture on them ..
>
> for exemple:
> ------------------------------
> instead of doing that
>
> #declare index=0;
> #while(index<1000) object {my_polygone texture {my_texture}} #declare
> index=index+1; #end
>
> which use a lot of memory (cause texture is loaded each time) you should
do
> that
> #declare index=0; union { #while(index<1000) object {my_polygon}
> #declare index=index+1;#end texture {my_texture} }
> --------------------------
>
>
>
>
>
>
>
>
> news:4541bf9c$1@news.povray.org...
> >
> > Hello,
> >
> > I have similar scene:
> >
> > #declare Pig = pigment {
> > image_map { ... something }
> > }
> > #declare Tex = texture {
> > pigment {Pig}
> > ...
> > }
> >
> > #declare Poly = polygon {
> > ...
> > texture {Tex}
> > }
> >
> > ... a lot of Polys used later in the scene ...
> >
> > I seems, that image_map is copied for every "Poly" placed into the scene
> > and it leads to high memory requirements ... Is any way how to have only
> > one instance of image_map into the scene?
> >
> > Thanks
> >
> > Vaclav
>
>
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