POV-Ray : Newsgroups : povray.beta-test.binaries : Mesh not smooth with 64bit 3.7beta32 Server Time
29 Mar 2024 08:19:59 EDT (-0400)
  Mesh not smooth with 64bit 3.7beta32 (Message 1 to 5 of 5)  
From: Verm
Subject: Mesh not smooth with 64bit 3.7beta32
Date: 15 Apr 2009 02:56:59
Message: <49e5853b$1@news.povray.org>
Originally reported in p.Beta-test with reference to a mesh2 (downloaded 
car model)

 > I've found that my 64bit (winXP) beta32 is failing to render a mesh2
 > smoothly - I get flat triangles not smoothed triangles.
 > I've tried the same scene with 3.6.1 (32 and 64 bit) and with a 32bit
 > beta32 and I get a nice smooth mesh with all 3 versions.

here's the output for the demo chessmesh scene rendered on 32 bit 3.61 
(set assumed gamma to 1) and 64bit 3.7 beta 64


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Attachments:
Download '3_6_1_chesmsh.jpg' (5 KB) Download '3_7beta32_64bit_chesmsh.jpg' (6 KB)

Preview of image '3_6_1_chesmsh.jpg'
3_6_1_chesmsh.jpg

Preview of image '3_7beta32_64bit_chesmsh.jpg'
3_7beta32_64bit_chesmsh.jpg


 

From: Le Forgeron
Subject: Re: Mesh not smooth with 64bit 3.7beta32
Date: 15 Apr 2009 13:51:00
Message: <49e61e84@news.povray.org>
Le 15.04.2009 08:57, Verm nous fit lire :
> Originally reported in p.Beta-test with reference to a mesh2 (downloaded
> car model)
> 
>> I've found that my 64bit (winXP) beta32 is failing to render a mesh2
>> smoothly - I get flat triangles not smoothed triangles.
>> I've tried the same scene with 3.6.1 (32 and 64 bit) and with a 32bit
>> beta32 and I get a nice smooth mesh with all 3 versions.
> 
> here's the output for the demo chessmesh scene rendered on 32 bit 3.61
> (set assumed gamma to 1) and 64bit 3.7 beta 64

My output on my 64bit (Linux, source compiled) beta 32 with minors patches (for
isosurface, path 3.7/3.6 of shell script and crash avoidance for trace on fractal;
delta
attached for patch) seems fine. (attached jpeg)

Might be an issue related to XP/64 (compiler ?). At least, no problem with gcc 4.3.2
on
ubuntu/amd64.

Only my 0.02€... if it can helps

$ file /usr/local/bin/povray
/usr/local/bin/povray: ELF 64-bit LSB executable, x86-64, version 1 (SYSV), for
GNU/Linux
2.6.8, dynamically linked (uses shared libs), stripped


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Attachments:
Download 'chesmsh.jpg' (21 KB) Download 'beta32.dif.txt' (5 KB)

Preview of image 'chesmsh.jpg'
chesmsh.jpg

From: clipka
Subject: Re: Mesh not smooth with 64bit 3.7beta32
Date: 15 Apr 2009 15:55:00
Message: <web.49e63b141359c511255d1edc0@news.povray.org>
Verm <a@b> wrote:
>  > I've found that my 64bit (winXP) beta32 is failing to render a mesh2
>  > smoothly - I get flat triangles not smoothed triangles.
>  > I've tried the same scene with 3.6.1 (32 and 64 bit) and with a 32bit
>  > beta32 and I get a nice smooth mesh with all 3 versions.

Uh... I wouldn't actually call those triangles *flat*...

    ... I'd call them outright *f*cked up* :P


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From: clipka
Subject: Re: Mesh not smooth with 64bit 3.7beta32
Date: 15 Apr 2009 17:10:00
Message: <web.49e64c661359c511255d1edc0@news.povray.org>
Le_Forgeron <jgr### [at] freefr> wrote:
> Might be an issue related to XP/64 (compiler ?). At least, no problem with gcc 4.3.2
on
> ubuntu/amd64.

No problem with an Intel icpc build on a Debian AMD64 Linux either.

IIRC there had been some report on a similar issue: Messed-up meshes looking
similarly mangled. Though in that case it was a Linux issue, caused by a distro
POV package and resolved by installing a "proper" release.


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From: MessyBlob
Subject: Re: Mesh not smooth with 64bit 3.7beta32
Date: 17 Apr 2009 19:00:01
Message: <web.49e9094b1359c511addfbead0@news.povray.org>
Verm <a@b> wrote:
> Originally reported in p.Beta-test with reference to a mesh2 (downloaded
> car model)
>
>  > I've found that my 64bit (winXP) beta32 is failing to render a mesh2
>  > smoothly - I get flat triangles not smoothed triangles.
>  > I've tried the same scene with 3.6.1 (32 and 64 bit) and with a 32bit
>  > beta32 and I get a nice smooth mesh with all 3 versions.

It looks a bit like vertex ordering has been changed, or normals computed
assuming a different order. I had similar results when I was starting to play
with triangles in OpenGL, where I had to supply normals and vertex data. I hope
that provides a relevant clue for coders :o)


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