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If, in the scene below, I change the y-axis rotation from 90 to 91 deg.
POV-Ray mentions "creating bounding slabs" and goes on with that forever. At
90 deg it traces in a few seconds.
What is it that happens here?
ingo
----
#version 3.1;
#include "colors.inc"
global_settings {
assumed_gamma 1.0
}
light_source {<500,200,-500> rgb 1}
camera {
location <0.0, 3.0,-20.0>
look_at <0.0, 3.0, 0.0>
angle 35
}
#macro Spits(n,r)
#local l=r*2;
#local Tz=0;
#while (n >=0)
#local ru= (0.5*l)/sin(radians(180/n));
#local Count=0;
#local Rot=0;
#while (Count<=n+1)
sphere{
<0,0,0>,r
translate <(cos(radians(Rot)))*ru,(sin(radians(Rot))*ru),Tz>
}
#local Rot=Rot+(360/n);
#local Count=Count+1;
#end
#local n=n-3;
#local Tz=Tz-0.25;
#end
#end
object{
union{Spits(33,0.2)}
rotate<90,90,0> // Change to rotate<90,91,0>
pigment{White}
}
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I didn't get the problem on my Macintosh... I'd guess there's a bug or a
conflict somewhere.
-Mark R.
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I should have mentioned, I'm using Win NT4-sp3.
The problem also occurs if I take away the rotation completely.
If I chage #local n=n-3 to #local n=n-2, everything seems to be ok.
ingo
Mark Radosevich heeft geschreven in bericht
<364F6125.597C7A32@randolph.spa.edu>...
>I didn't get the problem on my Macintosh... I'd guess there's a bug or a
>conflict somewhere.
>
>-Mark R.
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ingo wrote:
>
> If, in the scene below, I change the y-axis rotation from 90 to 91 deg.
> POV-Ray mentions "creating bounding slabs" and goes on with that forever. At
> 90 deg it traces in a few seconds.
>
> What is it that happens here?
>
> ingo
>
> ----
> #version 3.1;
> #include "colors.inc"
> global_settings {
> assumed_gamma 1.0
> }
>
> light_source {<500,200,-500> rgb 1}
> camera {
> location <0.0, 3.0,-20.0>
> look_at <0.0, 3.0, 0.0>
> angle 35
> }
>
> #macro Spits(n,r)
> #local l=r*2;
> #local Tz=0;
> #while (n >=0)
> #local ru= (0.5*l)/sin(radians(180/n));
> #local Count=0;
> #local Rot=0;
> #while (Count<=n+1)
> sphere{
> <0,0,0>,r
> translate <(cos(radians(Rot)))*ru,(sin(radians(Rot))*ru),Tz>
> }
> #local Rot=Rot+(360/n);
> #local Count=Count+1;
> #end
> #local n=n-3;
> #local Tz=Tz-0.25;
> #end
> #end
>
> object{
> union{Spits(33,0.2)}
> rotate<90,90,0> // Change to rotate<90,91,0>
> pigment{White}
> }
The only problem I could discover was your line "#while (n >=0)"
followed by "#local ru= (0.5*l)/sin(radians(180/n));". If n starts as a
multiple of 3, and hence reaches 0, POV-Ray will crash while parsing
when it encounters the attempt to divide 180 by zero. Changing the
n >=0 to n >0 fixed that problem, after which I had no trouble rendering
with rotate <90, 91, 0> applied to the finished object (on POV-Ray 3.1
and 3.1a for DOS, nor 3.1a for Windows).
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Chris Colefax heeft geschreven in bericht
<3651211E.2B3BB980@geocities.com>...
>The only problem I could discover was your line "#while (n >=0)"
>followed by "#local ru= (0.5*l)/sin(radians(180/n));". If n starts as a
>multiple of 3, and hence reaches 0, POV-Ray will crash while parsing
>when it encounters the attempt to divide 180 by zero. Changing the
>n >=0 to n >0 fixed that problem, after which I had no trouble rendering
>with rotate <90, 91, 0> applied to the finished object (on POV-Ray 3.1
>and 3.1a for DOS, nor 3.1a for Windows).
>
Aahum, "#local ru= (0.5*l)/sin(radians(180/n));" I never looked at this
line. Being to fixated on the rotation. Thanks Chris.
Leaves me with one question: Why did it render with a rotation <90,90,0>?
Is this the magic of POV-Ray?
ingo
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