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POV 3.5 b 10 icl on WinNT Sp 6 PII 233 with 128 MB
There were some reports about "Reallocing Finite" message and crash previously
(i.e. http://news.povray.org/3c375d62%241%40news.povray.org ).
But I'm not sure if my crash is connected with it so I report.
Look at below scene
// SCRIPT 1
#local C=1000;
#while(C)
#declare D=-C^.5*100*z;
#local C=C-1;
#end
It is parsed sucesfully and returns black render so let's add ad object
// SCRIPT 2
#local C=1000;
#while(C)
#declare D=-C^.5*100*z;
sphere{0 1 rotate D pigment{rgb 1}}
#local C=C-1;
#end
It crash every time with last message about "relocating finite" message.
But it is not end of problem. Let's reorder calculation for D.
// SCRIPT 3
#local C=1000;
#while(C)
#declare D=-100*C^.5*z;
sphere{0 1 rotate D pigment{rgb 1}}
#local C=C-1;
#end
It not crash. It is parsed ok, opens render window and then it stops rendering
with Rendering Error "Too many nested objects". Well, nested objects ? Does it
mean one inside another. Let's see - yes, they are identical - it's centered
object rotated around origin. So let's move it a little along x.
// SCRIPT 4
#local C=1000;
#while(C)
#declare D=-100*C^.5*z;
sphere{x 1 rotate D pigment{rgb 1}}
#local C=C-1;
#end
It not crash but it still says "Too many nested objects". So let's see
documentation. Only thing related to "nested objects" string is "5.2.6.2
Automatic Bounding Control" so let's repeat all scripts with Bounding=off.
Unfortunatlly behaviour not changed.
Any confirmation ?
ABX
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From: Felix Wiemann
Subject: Re: Reallocing Finite with extension (with crash)
Date: 28 Jan 2002 06:26:05
Message: <3c55354d@news.povray.org>
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news:8laa5us450irp75g6l2i4e84dm1c4v4i01@4ax.com...
> POV 3.5 b 10 icl on WinNT Sp 6 PII 233 with 128 MB
>
> There were some reports about "Reallocing Finite" message and crash
previously
> (i.e. http://news.povray.org/3c375d62%241%40news.povray.org ).
> But I'm not sure if my crash is connected with it so I report.
>
> Look at below scene
>
> // SCRIPT 1
> #local C=1000;
> #while(C)
> #declare D=-C^.5*100*z;
> #local C=C-1;
> #end
>
> It is parsed sucesfully and returns black render so let's add ad
object
>
> // SCRIPT 2
> #local C=1000;
> #while(C)
> #declare D=-C^.5*100*z;
> sphere{0 1 rotate D pigment{rgb 1}}
> #local C=C-1;
> #end
>
> It crash every time with last message about "relocating finite"
message.
> But it is not end of problem. Let's reorder calculation for D.
>
> // SCRIPT 3
> #local C=1000;
> #while(C)
> #declare D=-100*C^.5*z;
> sphere{0 1 rotate D pigment{rgb 1}}
> #local C=C-1;
> #end
>
> It not crash. It is parsed ok, opens render window and then it stops
rendering
> with Rendering Error "Too many nested objects". Well, nested objects
? Does it
> mean one inside another. Let's see - yes, they are identical - it's
centered
> object rotated around origin. So let's move it a little along x.
>
> // SCRIPT 4
> #local C=1000;
> #while(C)
> #declare D=-100*C^.5*z;
> sphere{x 1 rotate D pigment{rgb 1}}
> #local C=C-1;
> #end
>
> It not crash but it still says "Too many nested objects". So let's
see
> documentation. Only thing related to "nested objects" string is
"5.2.6.2
> Automatic Bounding Control" so let's repeat all scripts with
Bounding=off.
> Unfortunatlly behaviour not changed.
>
> Any confirmation ?
>
> ABX
SCRIPT 3+4: It keeps saying "Rendering line 1 of 480" in the status
bar.
Everything confirmed (WINPOV Beta 10, Win 98SE, 128MB, P3 600MHz).
Felix Wiemann
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> it still says "Too many nested objects". So let's see
> documentation. Only thing related to "nested objects" string is "5.2.6.2
> Automatic Bounding Control" so let's repeat all scripts with Bounding=off.
> Unfortunatlly behaviour not changed.
The "Too many nested objects" message appears when computing the intersection
and one is found to be inside a lot of objects.
Alas, "a lot" is a compilation define (or dependant of it) and cannot be
updated via SDL. Well, IIRC a message from this group.
May be using a sphere further away from the origin, with a kind of uniform
repartition (because 100xsqrt(c), with c from 0 to 1000 cover
0 to 316 (and not even 360) , with a lot of them near the end(1000) and few
near the original position. For instance, hundred spheres are between
300 and 316, and worst thing, all of the thousand spheres intersect at <0,0,0>!
Or just reducing the radius of the sphere.
P.S.: what about sphere_sweep instead ?
--
Non Sine Numine
http://grimbert.cjb.net/
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<jer### [at] atosorigincom> wrote:
> The "Too many nested objects" message appears when computing the intersection
> and one is found to be inside a lot of objects.
So this part is documentation report becouse User can be confused with such
error with no specification, explanation or workaround.
> Alas, "a lot" is a compilation define (or dependant of it) and cannot be
> updated via SDL. Well, IIRC a message from this group.
I have investigated it little more and this limit is probably equal 100.
#local C=100;
#while(C)
plane{z 0 translate z pigment{rgb 1}}
#local C=C-1;
#end
> May be using a sphere further away from the origin, with a kind of uniform
> repartition...
In this case it was only example. In real scene I use also translation before
rotation and I also use complicated shape different for each C so there was no
way to workaround. The main problem in this post was why crash connected with
rotation disappeare when I reordered calculation.
ABX
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> way to workaround. The main problem in this post was why crash connected with
> rotation disappeare when I reordered calculation.
Then you'll be pleased to find out that the crash has been fixed.
--
plane{-z,-3normal{crackle scale.2#local a=5;#while(a)warp{repeat x flip x}rotate
z*60#local a=a-1;#end translate-9*x}pigment{rgb 1}}light_source{-9red 1rotate 60
*z}light_source{-9rgb y rotate-z*60}light_source{9-z*18rgb z}text{ttf"arial.ttf"
"RP".01,0translate-<.6,.4,.02>pigment{bozo}}light_source{-z*3rgb-.2}//Ron Parker
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