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>> Sure, but there simply aren't the people willing to do the work for free.
>> Look how long it's taken from 3.6 to 3.7 beta, what hope is there of a
>> complete rewrite for the GPU before 2020?
>
> What hope is there for an old-fashioned, dog-slow, CPU-only raytracer to
> still be alive by 2020?
Because nothing else will come along with a nice SDL like POV has. Almost
all other raytracers *require* you to use an external mesh modeller to
generate your scene - POV doesn't which IMO is its strongest point.
> The guys there ported the ray intersection code and the space
> partitioning.
Sure, that's relatively simple for triangles, but that is only a tiny part
of POV. The interesting parts are all the other primitives and the material
options. I suspect to convert those would be order of magnitudes more work
than just the ray-triangle intersection test.
> And are working now on refining load balance. Good starting points
> without much pain if you ask me... I'd leave troubles with non-triangle
> surfaces out.
If you only want to render triangle meshes then I would suggest that POV
isn't the best tool for the job.
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