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I'm noticing a difference in how renders are being displayed between version
3.63 and 3.7.
In 3.63 each pixel in a line was rendered before moving onto the next line.
In 3.7, squares of pixels are rendered, then moving onto the next square in a
line.
How do I change in version 3.7 the way it was done in 3.63? Is there a setting
or command line option that I can change, or is this just a difference in
versions?
What keyword / topic should I be looking for in the online help / documentation
that explains this?
Thanks
-Jeff
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On 05/19/2011 12:37 AM, Woody wrote:
> I'm noticing a difference in how renders are being displayed between version
> 3.63 and 3.7.
>
> In 3.63 each pixel in a line was rendered before moving onto the next line.
>
> In 3.7, squares of pixels are rendered, then moving onto the next square in a
> line.
>
> How do I change in version 3.7 the way it was done in 3.63? Is there a setting
> or command line option that I can change, or is this just a difference in
> versions?
>
> What keyword / topic should I be looking for in the online help / documentation
> that explains this?
>
> Thanks
> -Jeff
>
>
start here:
http://wiki.povray.org/content/Documentation:Reference_Section_1.3#Tracing_Options
block size and pattern
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Am 19.05.2011 05:37, schrieb Woody:
> I'm noticing a difference in how renders are being displayed between version
> 3.63 and 3.7.
(I guess you mean 3.62, not 3.63; the latter version doesn't exist ;-))
> In 3.63 each pixel in a line was rendered before moving onto the next line.
>
> In 3.7, squares of pixels are rendered, then moving onto the next square in a
> line.
>
> How do I change in version 3.7 the way it was done in 3.63? Is there a setting
> or command line option that I can change, or is this just a difference in
> versions?
It's just the way it is. The change was introduced to better suit
multithreading support: The image is subdivided into squares of equal
size, and each square is rendered by a separate thread (well, not
exactly, but it reflects the basic idea).
This is a more or less arbitrary choice; for instance, subdivision could
have been done on a pixel line basis, so that each thread would work on
a pixel line instead of a pixel block. However, the block approach gets
more benefit out of certain caching mechanisms; in layman's terms, a
thread working exclusively on the top left corner of the image can
"specialize" on the objects that actually affect that corner.
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