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Thorsten Froehlich wrote:
>
> In article <35C40ADB.514AD812@pacbell.net> , "K. Tyler" <tyl### [at] pacbellnet>
wrote:
>
> > When rendering large files, both in physical size and memory
> >usage, Pov 3.1 and for that matter 3.01, render to the last line
> >(99%)and then crashes with an invalid page fault. My example is a
> >scene file that is 17 megs has 123k objects and uses a peak
> >memory usage of 61 megs. This is not the first time it has
> >happened. In fact it seems to happen on a regular basis where
> >large files are concerned.
>
> Its nothing personal, but can you please mark windows bug reports as such - the Mac
version has a nice GUI as well, and it is very confusing to read your message and
somewhere in it find to out that its a windows only problem. And downloading it with
an image takes some time (and cost some money :-)
> BTW, maybe windows bug reports better fit in the window section of this newsgroup?
>
> Thorsten
Mac POV-Ray3.1 beta5 remains bug in mesh.
Would you please test this file,but beta 4 made crash.
Y.Tanabe
Kobe,Japan
// ==== Standard POV-Ray Includes ====
#include "colors.inc" // Standard Color definitions
#include "textures.inc" // Standard Texture definitions
// ==== Additional Includes ====
// Don't have all of the following included at once, it'll cost memory
and time
// to parse!
#include "CHARS.INC" // A complete library of character objects, by
Ken Maeno
#include "CONSTS.INC" // Various constants and alias definitions
#include "FINISH.INC" // Some basic finishes
#include "GLASS.INC" // Glass textures
#include "GOLDS.INC" // Gold textures
#include "METALS.INC" // Metallic pigments, finishes, and textures
#include "RAD_DEF.INC" // Some common radiosity settings
#include "SHAPES.INC" // Standard objects from POV-Ray's earlier days
#include "SHAPES2.INC" // Useful, but seldom used shapes
#include "SHAPESQ.INC" // Pre-defined quartic shapes
#include "SKIES.INC" // Ready defined sky spheres
#include "stars.inc" // Some star fields
#include "stdcam.inc" // Standard cameras
#include "STONES.INC" // Binding include-file for STONES1 and STONES2
#include "STONES1.INC" // Great stone-textures created by Mike Miller
#include "STONES2.INC" // More, done by Dan Farmer and Paul Novak
#include "WOODMAPS.INC" // Basic wooden colormaps
#include "WOODS.INC" // Great wooden textures created by Dan Farmer
and Paul Novak
light_source {<2,8,-10> color White }
background {color red 0 green 0 blue 1 }
camera
{
location <-2.5,1.25,-11.5>
// location <0,40,0>
direction <0, 0, 2> // Which way we are looking <X Y Z>
up <0, 1, 0> // Which direction is +up <X Y X>
right <4/3, 0, 0> // Which way is +right <X Y Z>
look_at <0, 1.5, 10> // Point camera at this point(center of view)
}
#declare moon =
difference {
sphere { <0,0,0>, 1 }
cylinder { <-2,0,-2>, <-2,0,2>, 2 scale <2,1,1>}
}
#declare saturn =
union {
sphere { <0,0,0>,1 }
difference {
cylinder { <0,-.01,0>, <0,.01,0> ,1.5 }
cylinder { <0,-1,0>, <0,1,0> ,1.2 }
rotate <0,0,23>
}
}
#declare tine =
mesh {
// insert Diamond shape here.
triangle { <0,0,0>, <-.2,.2,0> ,<0,.2,-.2> }
triangle { <0,0,0>, <.2,.2,0>, <0,.2,-.2> }
triangle { <0,.2,-.2> ,<-.2,.2,0>, <0,1,0> }
triangle { <0,.2,-.2> ,<.2,.2,0>, <0,1,0> }
}
#declare starz =
union {
object {tine}
object {tine rotate <0,0,72>}
object {tine rotate <0,0,144>}
object {tine rotate <0,0,216>}
object {tine rotate <0,0,288>}
scale 1.5
}
#declare flame = cone { <0,1.1,0>, .2 ,<0,1.5,0>, .01 }
#declare sun =
union {
sphere { <0,0,0>, 1 }
#declare XX=0;
#while (XX<360)
object { flame rotate <0,0,XX> }
#declare XX=XX+30;
#end // while
}
object { moon translate <-3,3,0> texture { T_Silver_4A }}
object { saturn translate <0,3,0> texture { T_Silver_4A }}
object { starz translate <-3,0,0> texture { T_Silver_4A }}
object { sun texture { T_Silver_4A }}
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