POV-Ray : Newsgroups : povray.general : prism 20% faster :) : Re: prism 20% faster :) Server Time
5 Aug 2024 18:20:08 EDT (-0400)
  Re: prism 20% faster :)  
From: Rafal 'Raf256' Maj
Date: 10 Aug 2002 20:42:24
Message: <Xns92671AEEFF337raf256com@204.213.191.226>
Christopher James Huff <chr### [at] maccom> wrote in
news:chr### [at] netplexaussieorg 

>> I just found out that linear_spline prism can be render about 20%
>> faster, just after changing it to mesh (or even - set of triangles)
> Your message is very confused...first you say meshes are 20% faster, 
> then you give numbers showing they are slower. And your scene code

my mistake - union of triangle is the fastest

> uses a lot of variables and tra() and qua() macros without defining
> them. 

I didn't search especialy for bug, I came acros it while rendering 
something eles. This macros/variables are not important - their are used to 
create set of triangles (normal, triangles)

>> mesh  55 sec
>> prism 51 sec
>> union 41 sec
>> is't this some kind of bug ? imho mesh should be the fastest ?
> What is your point? You made some assumptions and then say it must be
> a bug when they turn out to be incorrect? It's a bug that reality
> doesn't match your opinion of how things should be? Sure, why don't we
> slow down unions and prisms to fix this...

mesh is suggested to be used instead of union of triangles, and as we can 
see that suggestion have some disadvantages
 
> A mesh is a different shape from a union, it is specially designed to 
> handle large numbers of triangles. The prism mesh probably just isn't 
> big enough to get the advantages of a mesh. A prism is completely 
> different from either a union or a mesh. If prisms were limited to
> being convex, the linear spline prism primitive could probably be the
> fastest, but they aren't limited in that way. This is an isolated
> special case, and doesn't indicate any bugs anywhere.


-- 
#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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