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BTW, I found some posts about errors with method 1, but I'm assuming
this is a different bug since it's with method 2.
...Chambers
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Sorry, I'm using the revised sse2 build of beta 11c that Chris Cason
provided (3.7.0.beta.11c.icl8-sse2.win32).
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Does it happen only in the preview window, or do the artifacts get to
the final image file too? (I can't test myself right now...)
--
- Warp
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Warp wrote:
> Does it happen only in the preview window, or do the artifacts get to
> the final image file too? (I can't test myself right now...)
>
I checked, and these artifacts are present in the final image file.
...Chambers
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Can someone else verify this, or is it just on my machine?
...Chambers
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"Chambers" <bdc### [at] yahoocom> wrote in message
news:43f11a66$1@news.povray.org...
> Can someone else verify this, or is it just on my machine?
Didn't happen that way here, using a Pentium 4-M and ATI Radeon video card,
only has increased jaggies due to the AA depth of 1. However, the AA method
1 blockiness did occur when I checked that.
Rendered using the regular beta 11c executable and saw the same results...
method 2 okay, method 1 not.
Bob
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Chambers wrote:
> The problem is that some "thread blocks" have a noticeably different
> brightness than the neighboring blocks.
Actually, this observation while appearing plausible, is not the reason.
That the problem appears at the thread blocks is due to the way POV-Ray
decides when to do supersampling (it does that for each block). It so
happens that there is a bug in computing the average of supersampled pixels
that carries on as soon as the first supersample is taken. This results in a
rather interesting chain reaction causing all remaining pixels in a block to
appear different. And the checker pattern happens to be well at exposing
that bug. That said, I am still searching for the actual cause in the source
code, but no doubt will find it eventually ;-)
Thorsten
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> That said, I am still searching for the
> actual cause in the source code, but no doubt will find it eventually ;-)
Go Thorsten! Go Thorsten!
*dances*
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Invisible wrote:
>> That said, I am still searching for the actual cause in the source
>> code, but no doubt will find it eventually ;-)
>
> Go Thorsten! Go Thorsten!
>
> *dances*
I'm just glad someone else verified it - I was starting to think it was
all in my head :)
...Chambers
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I have fixed a problem with AA method 1 which showed artifacts on some block
boundaries in your test scene. I did not see any artifacts using method 2 though.
-- Chris
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