POV-Ray : Newsgroups : povray.general : Status of Moray? Server Time
2 Aug 2025 21:25:35 EDT (-0400)
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From: nemesis
Subject: Re: Status of Moray?
Date: 7 Sep 2007 07:40:00
Message: <web.46e1381daa459942df93a4e60@news.povray.org>
Chris Cason <del### [at] deletethistoopovrayorg> wrote:
> Shay wrote:
> > However, the slow development of POV-Ray leaves me concerned that this
> > quality program (or at least, a good deal of the community around it)
> > may one day disappear.

I feel that too:  Pixie is just like all renderers out there, obsessed with
polygon meshes or the likes.  Other than POV, I don't know of any other
renderer allowing for true mathematical surfaces as shape primitives...

> Now that process has been completed, as a group we feel the GPL3 is the way
> to go and have informally decided that 4.0 will be GPL3-licensed. [While at
> this point the GPL3 is not (as far as I know) OSI-approved, we expect that
> this will occur in due course, and in any event, the GPL has enough
> standing to hold its own.]

That's wonderful news, Chris!  I'm sure POV has many fans among the
open-source community which have not pronouced themselves until now because
of the non-usual POV license from the freeware days.

> Overall you may now have some better idea of what is in our minds and
> the process we intend to follow. The matter is we simply have to get the
> time to polish off 3.7 and do the requisite modifications to the tree to
> make it ready for the above.

thanks for the feedback, Chris.  Take all the time you need.  It's not like
3.6 sucks or has plenty of bugs...

> We are as always interested in hearing from anyone with reasonable coding
> skills who can assist, not only with the future 4.0 work but also with
> finishing 3.7.

hmm, I have some C coding skills, but I guess the main problem is not C
coding, but 3D algorithms and understanding the SDL parser...


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From: Warp
Subject: Re: Status of Moray?
Date: 7 Sep 2007 10:07:59
Message: <46e15b3f@news.povray.org>
Chris Cason <del### [at] deletethistoopovrayorg> wrote:
> The process we intend to follow (note this is not set in stone) is that
> once 3.7 is stable enough for an RC, we will make a public release of the
> 3.7 source. Some time after that (once the source is stable enough) we will
> release a modified version of the 3.7 source labeled 4.0, with all portions
> of the code that we cannot re-license stubbed out or otherwise removed.

  Does this mean that 4.0 will *not* have any kind of revised SDL language?

-- 
                                                          - Warp


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From: Thorsten Froehlich
Subject: Re: Status of Moray?
Date: 7 Sep 2007 10:59:58
Message: <46e1676e$1@news.povray.org>
Warp wrote:
> Chris Cason <del### [at] deletethistoopovrayorg> wrote:
>> The process we intend to follow (note this is not set in stone) is that
>> once 3.7 is stable enough for an RC, we will make a public release of the
>> 3.7 source. Some time after that (once the source is stable enough) we will
>> release a modified version of the 3.7 source labeled 4.0, with all portions
>> of the code that we cannot re-license stubbed out or otherwise removed.
> 
>   Does this mean that 4.0 will *not* have any kind of revised SDL language?

It means that it will have whatever developer resources permit it to have ;-)

	Thorsten


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From: "Jérôme M. Berger"
Subject: Re: Status of Moray?
Date: 7 Sep 2007 13:22:01
Message: <46e188b9@news.povray.org>
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nemesis wrote:
> Chris Cason <del### [at] deletethistoopovrayorg> wrote:
>> Shay wrote:
>>> However, the slow development of POV-Ray leaves me concerned that this
>>> quality program (or at least, a good deal of the community around it)
>>> may one day disappear.
> 
> I feel that too:  Pixie is just like all renderers out there, obsessed with
> polygon meshes or the likes.  Other than POV, I don't know of any other
> renderer allowing for true mathematical surfaces as shape primitives...
> 
	?? Pixie is a renderman compliant REYES renderer. That means it has
true mathematical surfaces (including true Bezier patches, which POV
doesn't have btw).

		Jerome
- --
+------------------------- Jerome M. BERGER ---------------------+
|    mailto:jeb### [at] freefr      | ICQ:    238062172            |
|    http://jeberger.free.fr/     | Jabber: jeb### [at] jabberfr   |
+---------------------------------+------------------------------+
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From: Zeger Knaepen
Subject: Re: Status of Moray?
Date: 7 Sep 2007 14:15:49
Message: <46e19555$1@news.povray.org>
"Shay" <Sha### [at] cccc> wrote in message news:46e0875d$1@news.povray.org...
> Zeger Knaepen wrote:
>>>
>>> [2] ie "Pass by reference" bug.
>>
>> that's a bug? I thought it was a feature.
>
> Try this code:
>
> #macro Pass_By_Reference ( VARIABLE )
>   #local VARIABLE = 9;
>   #local Something = str(10,0,0);
> #end
>
> #local Counter = 0;
> #while ( Counter < 100000 )
>   #local Var = 12;
>   Pass_By_Reference ( Var )
>   #if ( Var = 9 )
>     // do nothing
>     // worked as intended
>   #else
>     #debug "didn't work this time\n"
>   #end
>     #local Counter = Counter + 1;
> #end

So far no problems (halfway there)
60000 done, no problems
nearly there!
80000, still no problems
and...
we're there !
without any problem, using MegaPOV 1.2.1

Now, the same with the official POV-Ray
ah, yes, with the official POV-Ray, I get a lot of "didn't work this time"'s
wierd! or is it weird..

cu!
-- 
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x)            // ZK http://www.povplace.com


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From: Warp
Subject: Re: Status of Moray?
Date: 7 Sep 2007 14:31:40
Message: <46e1990c@news.povray.org>

>         ?? Pixie is a renderman compliant REYES renderer. That means it has
> true mathematical surfaces (including true Bezier patches, which POV
> doesn't have btw).

  AFAIK "bicubic patch" and "bezier patch" are synonyms (but not to be
confused with "NURBS", which is a different thing).

  POV-Ray does have true Bezier patches.

-- 
                                                          - Warp


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From: "Jérôme M. Berger"
Subject: Re: Status of Moray?
Date: 7 Sep 2007 15:24:11
Message: <46e1a55b$1@news.povray.org>
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Warp wrote:
> "J�r�me M. Berger" <jeb### [at] freefr> wrote:
>>         ?? Pixie is a renderman compliant REYES renderer. That means it has
>> true mathematical surfaces (including true Bezier patches, which POV
>> doesn't have btw).
> 
>   AFAIK "bicubic patch" and "bezier patch" are synonyms (but not to be
> confused with "NURBS", which is a different thing).
> 
>   POV-Ray does have true Bezier patches.
> 
	According to the documentation, POV converts its Bezier patches
into meshes before rendering them, which is precisely the gripe
nemesis seems to have with other renderers...

http://povray.org/documentation/view/3.6.1/290/

		Jerome
- --
+------------------------- Jerome M. BERGER ---------------------+
|    mailto:jeb### [at] freefr      | ICQ:    238062172            |
|    http://jeberger.free.fr/     | Jabber: jeb### [at] jabberfr   |
+---------------------------------+------------------------------+
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From: Warp
Subject: Re: Status of Moray?
Date: 7 Sep 2007 15:55:42
Message: <46e1acbe@news.povray.org>

>         According to the documentation, POV converts its Bezier patches
> into meshes before rendering them, which is precisely the gripe
> nemesis seems to have with other renderers...

  That's only with type 1 bicubic patches. Type 0 are not tesselated.

-- 
                                                          - Warp


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From: Zeger Knaepen
Subject: Re: Status of Moray?
Date: 7 Sep 2007 16:16:51
Message: <46e1b1b3@news.povray.org>
"Warp" <war### [at] tagpovrayorg> wrote in message 
news:46e1acbe@news.povray.org...

>>         According to the documentation, POV converts its Bezier patches
>> into meshes before rendering them, which is precisely the gripe
>> nemesis seems to have with other renderers...
>
>  That's only with type 1 bicubic patches. Type 0 are not tesselated.

Are you sure? The docs state clearly: "A bicubic_patch is a 3D curved 
surface created from a mesh of triangles.", and rendering the example in the 
docs, which uses type 0, results in visible mesh-like artifacts (jagged edge 
and shadowline).


camera {
 location <1,0,-4>
 look_at 1.5
}
light_source {<500,500,-500> rgb 1}

bicubic_patch {
    type 0
    flatness 0.01
    u_steps 4
    v_steps 4
    <0, 0, 2>, <1, 0, 0>, <2, 0, 0>, <3, 0,-2>,
    <0, 1  0>, <1, 1, 0>, <2, 1, 0>, <3, 1, 0>,
    <0, 2, 0>, <1, 2, 0>, <2, 2, 0>, <3, 2, 0>,
    <0, 3, 2>, <1, 3, 0>, <2, 3, 0>, <3, 3, -2>
    pigment {rgb 1}
  }



cu!
-- 
#macro G(b,e)b+(e-b)*C/50#end#macro _(b,e,k,l)#local C=0;#while(C<50)
sphere{G(b,e)+3*z.1pigment{rgb G(k,l)}finish{ambient 1}}#local C=C+1;
#end#end _(y-x,y,x,x+y)_(y,-x-y,x+y,y)_(-x-y,-y,y,y+z)_(-y,y,y+z,x+y)
_(0x+y.5+y/2x)_(0x-y.5+y/2x)            // ZK http://www.povplace.com


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From: "Jérôme M. Berger"
Subject: Re: Status of Moray?
Date: 7 Sep 2007 16:17:29
Message: <46e1b1d9$1@news.povray.org>
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Hash: SHA1

Warp wrote:
> "J�r�me M. Berger" <jeb### [at] freefr> wrote:
>>         According to the documentation, POV converts its Bezier patches
>> into meshes before rendering them, which is precisely the gripe
>> nemesis seems to have with other renderers...
> 
>   That's only with type 1 bicubic patches. Type 0 are not tesselated.
> 
	The documentation isn't very clear on that point. I've just taken a
look in the code and the way I understood it:

 - Type 1 are tesselated at parse time, then rendered as meshes;

 - Type 0 are tesselated dynamically during render time and the
tesselation results are discarded immediately once the intersections
are found. In particular, I noticed that POV accessed the u_order
and v_order variables and repetitively called the DeCasteljau
subdivision functions during intersection computations...

		Jerome
- --
+------------------------- Jerome M. BERGER ---------------------+
|    mailto:jeb### [at] freefr      | ICQ:    238062172            |
|    http://jeberger.free.fr/     | Jabber: jeb### [at] jabberfr   |
+---------------------------------+------------------------------+
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