POV-Ray : Newsgroups : povray.general : to litle precision ? : Re: to litle precision ? Server Time
5 Aug 2024 18:18:18 EDT (-0400)
  Re: to litle precision ?  
From: Rafal 'Raf256' Maj
Date: 8 Aug 2002 07:47:36
Message: <Xns92648BB15FDBEraf256com@204.213.191.226>
Christoph Hormann <chr### [at] gmxde> wrote in 
news:3D523AF7.52E6D391@gmx.de

> Very funny.  If you had a quick look into the source you would have seen
> POV-Ray uses double for all geometry data.  Instead of jumping to quick
> conclusions it sometimes helps to look into the matter more deeply.

after looking deep into sources :

1. mesh use float's

2. my conclusion - low tollerance/epsilon/data precision product error was 
in fact correct - from lighting.cpp :


 * "Small_Tolerance" is just too tight for higher order polynomial 
equations.
 * this value should probably be a variable of some sort, but for now just
 * use a reasonably small value.  If people render real small objects real
 * close to each other then there may be some shading problems.  Otherwise
 * having SHADOW_TOLERANCE as large as this won't affect images.

#define SHADOW_TOLERANCE 1.0e-3

3. so I'm preparing a small unoficial version, with just litte boost-up of 
some variables (lower tolerances, higher max max_trace_levels, 
intersections, etc)



-- 
#macro g(U,V)(.4*abs(sin(9*sqrt(pow(x-U,2)+pow(y-V,2))))*pow(1-min(1,(sqrt(
pow(x-U,2)+pow(y-V,2))*.3)),2)+.9)#end#macro p(c)#if(c>1)#local l=mod(c,100
);g(2*div(l,10)-8,2*mod(l,10)-8)*p(div(c,100))#else 1#end#end light_source{
y 2}sphere{z*20 9pigment{function{p(26252423)*p(36455644)*p(66656463)}}}//M


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