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So, how many *photons* per 16 MB of memory? Any idea?
- Slime
[ http://www.slimeland.com/ ]
[ http://www.slimeland.com/images/ ]
"Mike Williams" <mik### [at] nospam please> wrote in message
news:Bisr1CAxNgx7Ew$q@econym.demon.co.uk...
> Wasn't it MR who wrote:
> >7000 objects per 16MB, eh?
> >
> >on my drive to work i pass this wooded valley. the other day
> >the sun was just coming up and a light fog hung down low
> >exposing only the tree tops. i thought to myself, "i could do
> >that." there are several nice include files for trees, but when
> >you tack all the leaves on it, building an entire woods with
> >maybe 100 or 200 trees is gonna drive the object count thru
> >the ceiling.
>
> But if you use Paul T. Dawson's mesh tree macro you can render hundreds
> of trees reasonably easily and quickly. The trick is to only have a few
> *different* trees and make them look different by scaling and rotating
> them by different amounts as you plant them.
>
> The pdt_tree macro builds the trees out of a small number of complicated
> meshes, rather than a large number of simple objects, and that works out
> to be very memory efficient.
>
> With 10 different reasonably complex trees, each one planted 10 times,
> giving a total of 100 trees I get "Peak memory used 70614011 bytes".
>
>
> --
> Mike Williams
> Gentleman of Leisure
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hi mike,
thanks for the nod toward the ptd tree include. i've tried
several and was wondering if one might be preferable to
another.
miker
"Mike Williams" <mik### [at] nospam please> wrote in message
news:Bisr1CAxNgx7Ew$q@econym.demon.co.uk...
> Wasn't it MR who wrote:
> >7000 objects per 16MB, eh?
> >
> >on my drive to work i pass this wooded valley. the other day
> >the sun was just coming up and a light fog hung down low
> >exposing only the tree tops. i thought to myself, "i could do
> >that." there are several nice include files for trees, but when
> >you tack all the leaves on it, building an entire woods with
> >maybe 100 or 200 trees is gonna drive the object count thru
> >the ceiling.
>
> But if you use Paul T. Dawson's mesh tree macro you can render hundreds
> of trees reasonably easily and quickly. The trick is to only have a few
> *different* trees and make them look different by scaling and rotating
> them by different amounts as you plant them.
>
> The pdt_tree macro builds the trees out of a small number of complicated
> meshes, rather than a large number of simple objects, and that works out
> to be very memory efficient.
>
> With 10 different reasonably complex trees, each one planted 10 times,
> giving a total of 100 trees I get "Peak memory used 70614011 bytes".
>
>
> --
> Mike Williams
> Gentleman of Leisure
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In article <3bc64faa@news.povray.org> , "Slime" <noo### [at] hotmail com> wrote:
> So, how many *photons* per 16 MB of memory? Any idea?
Expect 20 bytes per photon (but the exact size depends on platform *and*
compiler).
Thorsten
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MR wrote:
> i'm ordering a new 1.2GHz athlon motherboard and 1.5GB of
> memory today. gonna come to around $270 total.
Be careful with your OS: if you use windos, remember that 95/98/me can't
even boot with more than 512 MB (who would need so much memory anyway?
;-)
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