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From: Chris B
Subject: Re: Round_Cylinder not working on Linux, but does on Windows.
Date: 14 Dec 2006 16:24:57
Message: <4581c129$1@news.povray.org>
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"space_cadet" <poc### [at] grc nasa gov> wrote in message
news:web.4581a6c8f0b8b2e8339b0050@news.povray.org...
> Thanks, Chris. Thats a great idea, and I'll investigate as soon as I can.
>
> If I am able to identify a particular line of code thats the culprit, I'm
> still left with why that code would respond differently on the different
> platforms.
>
That's true, but if you isolate the cause it may be possible to create a
simple workaround. For example, the simplest way to get what you're using
the macro for is one cylinder and two spheres and they don't need to be
merged (unless you want to put the camera inside), so it could be very
simple to write a macro that circumvents the problem.
Regards,
Chris B.
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truly strange. I've experienced the same problem with almost the same scene
as he provided:
#include "shapes.inc"
object{
Round_Cylinder(-x, x, .005, .005, 1)
pigment{ rgb 1 }
finish{ ambient 0 diffuse .7 specular .7 reflection .7}
translate z*2
}
light_source { 4-8*z 1 }
But solution is pretty simple.
Substitute this:
Round_Cylinder(-x, x, .005, .005, 1)
For this:
Round_Cylinder(-x, x, .0051, .005, 1)
or any minimally increased value for Radius in relation to EdgeRadius.
It's bizarre because, if the radii are the same, you get a warning for the
camera being inside a non-hollow object, even though you translate it far
away: I translated even as far as z*50!
I'm using Ubuntu Breezy Badger, which is fairly up-to-date as far as stdlibs
go. Could be a problem with the GNU arithmetic libs?
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"nemesis" <nam### [at] gmail com> wrote:
> truly strange. I've experienced the same problem with almost the same scene
> as he provided:
Booyah! I'm NOT crazy!! ;-)
Thanks for taking time to play with it.
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From: Christoph Hormann
Subject: Re: Round_Cylinder not working on Linux, but does on Windows.
Date: 15 Dec 2006 00:20:04
Message: <elshmq$c3k$1@chho.imagico.de>
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space_cadet wrote:
> Thanks, Chris. Thats a great idea, and I'll investigate as soon as I can.
>
> If I am able to identify a particular line of code thats the culprit, I'm
> still left with why that code would respond differently on the different
> platforms.
It is perfectly normal that in special cases like this (zero diameter
cylinder, torus with zero major radius) different compiles generate
different results (mostly due to different math library
implementations). As said it is simply expected that the user takes
care of using reasonable values in such places.
Note while you might suggest one compile handles such a case 'more
correctly' than another one this usually is pure luck.
Christoph
--
POV-Ray tutorials, include files, Landscape of the week:
http://www.imagico.de/ (Last updated 15 Oct. 2006)
MegaPOV with mechanics simulation: http://megapov.inetart.net/
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