POV-Ray : Newsgroups : povray.beta-test : POV-Ray v3.8.0-alpha.9861167 : Re: POV-Ray v3.8.0-alpha.9861167 Server Time
29 Apr 2024 15:50:47 EDT (-0400)
  Re: POV-Ray v3.8.0-alpha.9861167  
From: William F Pokorny
Date: 22 Oct 2018 15:34:23
Message: <5bce263f$1@news.povray.org>
On 10/21/18 3:29 AM, Thomas de Groot wrote:
> On 6-10-2018 13:14, William F Pokorny wrote:
>> Aside 2: IIRC there is still a thread collision in the current 
>> implementation (which Thomas, in 3.8 no longer needs to be "naked" 
>> thanks to Christoph's updates) - 
> Hmmm... is that so? I am currently using an isosurface and the 
> max_gradient warning only shows if the isosurface is "naked" i.e. 
> without #declare.
> 
> Using v 3.8.0-xtokenizer.9844488+av609.msvc with Win7
> 

While I'm a couple more days busy with real life, please post as simple 
a scene as you can showing the issue. I'll take a look later this week 
should no one else.

While the issue is certainly fixed for simple cases in 3.8, I've myself 
a mental flag(1) set. A "perhaps we sometimes still get no warnings" flag...

--- Detail
On the periphery of testing late last year or early this, I wondered if 
I'd created such a scene while re-arranging scene code. Isosurface 
warnings went away during that code clean up I thought should probably 
not have disappeared.

It was a less simple scene where the isosurface #declare'd name was used 
across multiple CSG blocks also named and used via #declares. I was 
chasing other stuff at the time and didn't immediately follow up. I 
tried a quick scene I "thought" similar prior to my response to you 
above. It though, worked/warned as it should.

The "naked" max gradient for a given isosurface can be different where 
the isosurface scene usage is other than simple - where not just a 
#declare wrapper. Said another way, if you shoot a different collection 
of rays at an isosurface you can easily have different determined max 
gradients(2).

Bill P.

(1) Mental notes. Why I tend toward drowning in detail instead of 
getting things done. Drives too my footnoting madness. :-)

(2) One of several reasons isosurfaces can be difficult to use in 
animations.


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