POV-Ray : Newsgroups : povray.general : parse vs. render stages, and best use of memory : Re: parse vs. render stages, and best use of memory Server Time
25 Apr 2024 02:37:49 EDT (-0400)
  Re: parse vs. render stages, and best use of memory  
From: Stephen
Date: 26 Jan 2018 17:46:06
Message: <5a6bafae@news.povray.org>
On 26/01/2018 22:29, Stephen wrote:
> On 26/01/2018 22:26, Stephen wrote:
>> I hope that makes sense.
> 
> Because it doesn't to me.
> 

A couple more tests.
Sometimes you get the stats sometimes you don't.

The file what I used. ;-)

Line breaks on paste, sorry


// PoVRay 3.7 Scene File " ... .pov"
// author:  ...
// date:    ...
//----------------------------------------------------
#version 3.7;
global_settings{ assumed_gamma 1.0 }
#default{ finish{ ambient 0.1 diffuse 0.9 }}
//-----------------------------------------------
#include "colors.inc"
#include "textures.inc"
#include "glass.inc"
#include "metals.inc"
#include "golds.inc"
#include "stones.inc"
#include "woods.inc"
#include "shapes.inc"
#include "shapes2.inc"
#include "functions.inc"
#include "math.inc"
#include "transforms.inc"
//-----------------------------------------------
// camera ---------------------------------------
#declare Camera_0 = camera {/*ultra_wide_angle*/ angle 75      // front view
                             location  <0.0 , 1.0 ,-3.0>
                             right     x*image_width/image_height
                             look_at   <0.0 , 1.0 , 0.0>}

camera{Camera_0}

// sun ------------------------
light_source{<-1500,2500,-2500> color White}
// sky ----------------------------------------
sky_sphere { pigment { gradient <0,1,0>
                        color_map { [0.00 rgb <1.0,1.0,1.0>]
                                    [0.30 rgb <0.0,0.1,1.0>]
                                    [0.70 rgb <0.0,0.1,1.0>]
                                    [1.00 rgb <1.0,1.0,1.0>]
                                  }
                        scale 2
                      } // end of pigment
            } //end of skysphere
// fog ------------------------------------------------

fog{fog_type   2
     distance   50
     color      White
     fog_offset 0.1
     fog_alt    2.0
     turbulence 0.8}
// ground --------------------------------------
plane{ <0,1,0>, 0
        texture{ pigment{ color rgb <0.825,0.57,0.35>}
                 normal { bumps 0.75 scale 0.025  }
                 finish { phong 0.1 }
               } // end of texture
      } // end of plane
//--------------------------------------------------------------------------
//---------------------------- objects in scene
//--------------------------------------------------------------------------



  /*

#declare C = 1;
#while(C <= 100000)
box{0,1
     texture{pigment{gradient y} finish{ambient .1 diffuse .7}}
     translate 1.1*C*x
    }
#declare C = C + 1;
#end

  */

// /*

  #declare TEX = texture{pigment{gradient y} finish{ambient .1 diffuse .7}}

// Line break above  ***************************

#declare B = box{0,1}

#declare C = 1;
#while(C <= 100000)
object{B texture {TEX} translate 1.1*C*x}
#declare C = C + 1;
#end


//   */

-- 

Regards
     Stephen


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