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Dear all,
I'm trying to run a fairly complex model with a high setting for the old
max_trace_level (20, more if I can solve my problems) using WinPov 3.02.watcom.win32,
pentium optimised on a PPro, 200MHz, 64MB RAM, 1GB free disk space.
OK, the doc warns it can cause stack faults. Is that what it means when Win95 returns
a 'page fault' to me ? Here is what windows tells me :
PVENGINE caused an invalid page fault in
module PVENGINE.EXE at 0137:00428152.
Registers:
EAX=00ec0378 CS=0137 EIP=00428152 EFLGS=00010206
EBX=00ec0760 SS=013f ESP=00ebfce8 EBP=00f48098
ECX=00ec03e8 DS=013f ESI=00000000 FS=3197
EDX=00ec067c ES=013f EDI=00ec067c GS=0000
Bytes at CS:EIP:
50 8b 8c 24 b4 06 00 00 8d 5c 24 04 57 8d 94 24
Stack dump:
<<<no information in this section>>>
My model is an elaborate desk, with shelves, drawers and more, to be able to have a
global view of everything and for the candy eye I am, I set all the textures to
Green_Glass defined in textures.v2.
In order to see through everything, I really need to set max_trace_level to 20, maybe
more.
My tries reveal that 12, 15 and 20 fail very quickly with a page fault. I even tried
to raise max_intersections to 128, then 500 with no effect, but maybe this has nothing
to do with it.
I am bound to use max_tracelevel = 10 it appears.
The funny thing is that when I use different textures : Chrome, transparent and
reflective (but not refractive) textures, all together on a few copies of my desk, all
work fine up to max_trace_level = 20 anyway (I did not try higher) and the stats show
this level is reached.
I do not understand what difference the refractive setting should make, it does not
add one extra ray compared to a reflective and transparent texture.
Can anyone out there give me any hint/advice/help about how to get to my aim ?
All constructive feedback appreciated, whenever, thanks in advance.
Cherio,
Al.
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I don't know if this really helped me, or not. But....
About a month ago I was playing with glass textures, and bump_maps. I ran
into this problem a lot. I got around it, finally, but I'm not sure how. heh
I changed my stacks statement (in config.sys) to read "stacks=64,512" and
then I set up a permanent 100 meg swapfile on my fastest HD. I also freed up
some drive space, but that doesn't look like a problem for you.
Now, I think I should tell you that these changes were in response to
troubleshooting another application (a quake modeller I believe), but I
noticed that my glass scene rendered properly after making them.
--
Paul Hinds
gri### [at] swbellnet
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Hi GrimDude,
Thanks, I'll try that one out some time (the stacks thingy).
Cheers,
Al.
GrimDude wrote:
> I don't know if this really helped me, or not. But....
> About a month ago I was playing with glass textures, and bump_maps. I ran
> into this problem a lot. I got around it, finally, but I'm not sure how. heh
> I changed my stacks statement (in config.sys) to read "stacks=64,512" and
> then I set up a permanent 100 meg swapfile on my fastest HD. I also freed up
> some drive space, but that doesn't look like a problem for you.
> Now, I think I should tell you that these changes were in response to
> troubleshooting another application (a quake modeller I believe), but I
> noticed that my glass scene rendered properly after making them.
>
> --
> Paul Hinds
> gri### [at] swbellnet
--
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Hi GrimDude, Hi everybody,
Well, I guess your advice is good for another problem, as it did not do the trick for
me.
I'm still getting a page fault (Win95b, Povwin.3.02.watcom) when I set max_trace_level
to 20 and use Glass3 from the textures or anything with refraction (ior approx 1.4 or
1.5) :-((
stacks=64,512 in the config.sys and restarting the PC did not do the trick.
Could you give me a pointer to the proper help file about this system variable, cause
I could not find anything, Microsoft does not seem to be helpful with help files : it
is a real maze.
I also had already my swap file set to 128 MB permanent, and I have 64 MB RAM, so
there should not be any memory problem. On top of my swap file I have nearly 400 MB
free on my main C: partition and nearly 1 GB free on my D: partition, so really, there
is no such thing as memory shortage there (yet).
Although I have to admit my scene does use around 105 MB.
If anyone has any clue, please let me know,
Al.
> GrimDude wrote:
>
> > I don't know if this really helped me, or not. But....
> > About a month ago I was playing with glass textures, and bump_maps. I ran
> > into this problem a lot. I got around it, finally, but I'm not sure how. heh
> > I changed my stacks statement (in config.sys) to read "stacks=64,512" and
> > then I set up a permanent 100 meg swapfile on my fastest HD. I also freed up
> > some drive space, but that doesn't look like a problem for you.
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Okay, I played around with glass some more. :)
The following code renders properly, but changing the texture to Glass3
causes a crash.
Hmmm.....
I'm sure someone will come along and tell us what we're doing wrong. :)
#include "Colors.inc"
#include "Textures.inc"
#include "Glass.inc"
#include "Metals.inc"
global_settings { max_trace_level 30 }
object { plane { y,-.5 }
texture { pigment { checker color Black, color White }
finish { reflection .9 diffuse .6 ambient .2 } scale 2 } }
#declare Globe = object { difference {
object { sphere { 0,.5 } }
object { sphere { 0,.49 } } } hollow }
object { Globe texture { T_Glass1 } }
object { Globe texture { T_Glass1 } translate <0,0,1> }
object { Globe texture { T_Glass1 } translate <0,0,2> }
object { Globe texture { T_Glass1 } translate <0,0,3> }
object { Globe texture { T_Glass1 } translate <0,0,4> }
object { Globe texture { T_Glass1 } translate <0,0,5> }
object { sphere { 0,.5 } texture { T_Gold_3C } translate <-1,0,1> }
object { sphere { 0,.5 } texture { T_Chrome_3C } translate <1,0,1> }
fog { fog_type 2 distance 5 color rgbf .45
turbulence .65 turb_depth 5 omega .4 lambda 3 octaves 7
fog_offset 0 fog_alt .0205 up <0,1,0> }
camera { location <0,1,-1.25> direction z look_at <0,0,0> }
light_source { <0,99999,-99999> color White atmosphere off }
--
Paul Hinds
gri### [at] swbellnet
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"GrimDude" <grimdude&nos### [at] swbellnet> wrote:
> Okay, I played around with glass some more. :)
> The following code renders properly, but changing the texture to Glass3
>causes a crash.
>Hmmm.....
> I'm sure someone will come along and tell us what we're doing wrong. :)
Just by chance ... be aware that I rarely follow these threads.
Yes, it crashes 3.02, but I tried it on 3.1 and it worked fine.
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Dear POV team member,
Hear the clasps of bravo, cheerfulness and happyness in the background, this news is
really great ...
Can you tell us when 3.1 is meant to be available at ?
Cheers,
Al.
povray.org admin team wrote:
> "GrimDude" <grimdude&nos### [at] swbellnet> wrote:
>
> > Okay, I played around with glass some more. :)
> > The following code renders properly, but changing the texture to Glass3
> >causes a crash.
> >Hmmm.....
> > I'm sure someone will come along and tell us what we're doing wrong. :)
>
> Just by chance ... be aware that I rarely follow these threads.
> Yes, it crashes 3.02, but I tried it on 3.1 and it worked fine.
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Waaah!
Now, why did I allow the wife to talk me into dropping CompuServe? :(
--
Paul Hinds
gri### [at] swbellnet
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