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Rune wrote:
> And there's also some major bugs in the official version that has been fixed
> in MegaPOV...
<follow-ups to povray.general>
Major bugs such as what ?
--
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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"Ken" wrote:
> Rune wrote:
> > And there's also some major bugs in the official
> > version that has been fixed in MegaPOV...
>
> <follow-ups to povray.general>
>
> Major bugs such as what ?
Such as the normal bugs.
Rune
--
\ Include files, tutorials, 3D images, raytracing jokes,
/ The POV Desktop Theme, and The POV-Ray Logo Contest can
\ all be found at http://rsj.mobilixnet.dk (updated July 23)
/ Also visit http://www.povrayusers.org
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Rune wrote:
> > Major bugs such as what ?
>
> Such as the normal bugs.
I never really accepted that those were bugs. I think of the
changes that Nathan made as design changes since they completely
broke backward compatibility with past versions of the program.
--
Ken Tyler - 1400+ POV-Ray, Graphics, 3D Rendering, and Raytracing Links:
http://home.pacbell.net/tylereng/index.html http://www.povray.org/links/
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Ken wrote:
> Major bugs such as what ?
Rune wrote:
> Such as the normal bugs.
Ken wrote:
> I never really accepted that those were bugs. I think of the
> changes that Nathan made as design changes since they completely
> broke backward compatibility with past versions of the program.
I consider it bugs indeed. I think I was one of the first to complain about
the strange way the normals worked. When scaling objects, the normals
changed. For example, in the scenes where I used Blob_Man I had to scale my
whole scene to fit Blob_Man rather than just scaling Blob_Man, because if I
scaled Blob_Man his skin and clothed looked all wrong. That's very annoying,
very unintuitive, and very inconsistent, and therefore I consider it a bug.
I don't think the broken backward compatibility makes it less a bug - on the
contrary. Since the bug affected practically all scenes using normals I
consider it a *major* bug. The bug was so big that the bug-fix had to brake
backward compatibility.
Rune
--
\ Include files, tutorials, 3D images, raytracing jokes,
/ The POV Desktop Theme, and The POV-Ray Logo Contest can
\ all be found at http://rsj.mobilixnet.dk (updated July 23)
/ Also visit http://www.povrayusers.org
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The feature worked exactly as it was designed therefore it was
not a bug. Just because a feature didn't work as YOU wanted it
to doesn't mean it was a bug.
--
Ken Tyler
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"Ken" wrote:
> The feature worked exactly as it was designed therefore it was
> not a bug. Just because a feature didn't work as YOU wanted it
> to doesn't mean it was a bug.
But the POV-Team says it is a bug.
I quote:
"========================
YES - These will be in POV 3.5
========================
Normal bug fix (and all related stuff)"
Can you show me a quote that proves the opposite?
Rune
--
\ Include files, tutorials, 3D images, raytracing jokes,
/ The POV Desktop Theme, and The POV-Ray Logo Contest can
\ all be found at http://rsj.mobilixnet.dk (updated July 23)
/ Also visit http://www.povrayusers.org
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Ken <tyl### [at] pacbellnet> wrote:
: I never really accepted that those were bugs. I think of the
: changes that Nathan made as design changes since they completely
: broke backward compatibility with past versions of the program.
Usually bug fixes break backwards compatibility if the older scenes use
the buggy behaviour.
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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Ken <tyl### [at] pacbellnet> wrote:
: The feature worked exactly as it was designed therefore it was
: not a bug.
I somehow doubt that they designed "the normals should scale in the usual
way with these patterns but not with these other patterns".
--
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):_;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/
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In article <39b811a8@news.povray.org>, "Rune" <run### [at] inamecom>
wrote:
>I consider it bugs indeed. I think I was one of the first to complain
>about the strange way the normals worked. When scaling objects, the
>normals changed. For example, in the scenes where I used Blob_Man I
>had to scale my whole scene to fit Blob_Man rather than just scaling
>Blob_Man, because if I scaled Blob_Man his skin and clothed looked all
>wrong. That's very annoying, very unintuitive, and very inconsistent,
>and therefore I consider it a bug.
The notion that normals should scale along with the objects they are
applied to is very intuitive. If there is a 1-unit bump on a 4-unit
plane, and the plane is doubled, the bump should now be 2 units. That
wasn't the bug. The bug was that POV sometimes scaled the normal and
sometimes didn't.
The bug-fix included (after some wrangling with Nathan, as I recall :*)
the feature of turning normal scaling off, which I am sure is a useful
feature for some. But that scaling included normals was not a bug; the
bug was inconsistency in scaling with normals. (For a longer discussion
of this, see the original postings on this server.)
Jerry
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"Jerry" wrote:
> The notion that normals should scale along with the objects
> they are applied to is very intuitive.
You may have misunderstood me; I agree with you.
I think it's wrong behaviour when the normal *isn't* scaled proportionally
with the object.
I believe it works correctly in MegaPOV, that is, the normals are scaled
proportionally with objects.
Rune
--
\ Include files, tutorials, 3D images, raytracing jokes,
/ The POV Desktop Theme, and The POV-Ray Logo Contest can
\ all be found at http://rsj.mobilixnet.dk (updated July 23)
/ Also visit http://www.povrayusers.org
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