POV-Ray : Newsgroups : povray.binaries.images : city buildings as height_fields-- WIP 1 : Re: city buildings as height_fields-- WIP 1 Server Time
2 May 2024 09:55:04 EDT (-0400)
  Re: city buildings as height_fields-- WIP 1  
From: clipka
Date: 1 Mar 2018 04:51:46
Message: <5a97cd32$1@news.povray.org>
Am 01.03.2018 um 10:00 schrieb Bill Pragnell:
> "Kenneth" <kdw### [at] gmailcom> wrote:
>> Let's say I have 50 different pigments:
>>
>> pigment{image_map{jpeg "building windows *number*.jpg}}
>>
>> So sticking them into an array actually #declares them-- once into memory-- then
>> I can call those pigments as many times as I want without increasing memory
>> usage. Just like pre-#declaring all of them individually.
> 
> Well I know that's true for meshes, but I'm not sure about texture images. I
> would hope that if I'm talking rubbish here, clipka would step up to correct me!
> My suggestion was more about avoiding excessive brute-force declarations.

First for some clarification: At present, /anything/ you declare and
then instantiate multiple times /will/ increase memory usage. This is
even true for meshes. However, certain entities can share /portions/ of
their data among instances. This typically happens for bulk data, such
as the actual vertex and triangle data of a mesh.

And yes, image-based pigments do indeed share the actual image data
among instances.


Post a reply to this message

Copyright 2003-2023 Persistence of Vision Raytracer Pty. Ltd.