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This refers mostly to Windows version using Visual C++ 6.0 with Intel
C++ Compiler.
1. What is the procedure POV-Team uses to generate profiling data for
pvengine.exe using Intel C++ Compiler? Do you simply run benchmark.pov
(or some simpler scene) once and use that data?
2. Since speed is of essence and some people just want to change (say)
the Windows editor, it would be a nice option, if the editor and the
POV-Ray engine itself could be compiled separately as not everyone can
use the fastest compilers. Speed differences in editor usually don't
matter at all.
Severi Salminen
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On Wed, 21 Jan 2004 12:46:43 +0200, Severi Salminen
<sev### [at] NOT_THISsibafi> wrote:
> 2. Since speed is of essence and some people just want to change (say)
> the Windows editor, it would be a nice option, if the editor and the
> POV-Ray engine itself could be compiled separately as not everyone can
> use the fastest compilers. Speed differences in editor usually don't
> matter at all.
Note POV-Ray for Windows is threaded application with prorities for threads
and "Duty Cycles" so you can adjust time your CPU use for rendering. And you
can not use editor at all and use only Queue feature for rendering scenes
taken from other editors. And you still have possibility to create custom
config.h and compile core source without GUI with your Intel C++. Creation of
config.h should be simple from technical point of view ;-)
ABX
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ABX wrote:
> On Wed, 21 Jan 2004 12:46:43 +0200, Severi Salminen
> <sev### [at] NOT_THISsibafi> wrote:
>
>>2. Since speed is of essence and some people just want to change (say)
>>the Windows editor, it would be a nice option, if the editor and the
>>POV-Ray engine itself could be compiled separately as not everyone can
>>use the fastest compilers. Speed differences in editor usually don't
>>matter at all.
>
> Note POV-Ray for Windows is threaded application with prorities for threads
> and "Duty Cycles" so you can adjust time your CPU use for rendering. And you
> can not use editor at all and use only Queue feature for rendering scenes
> taken from other editors. And you still have possibility to create custom
> config.h and compile core source without GUI with your Intel C++. Creation of
> config.h should be simple from technical point of view ;-)
I think I was not clear enough. I meant that there might be people, who
want to make changes to the source code of the _editor_ (not the engine)
and compile it and use it - without losing the optimizations of the
engine itself. This is possible only if they have the Intel Compiler.
Now they allways have to compile the engine together with the editor and
the rendering speed might suffer if they don't have the Intel Compiler.
If the editor could be separated, there would be no such issues.
Severi Salminen.
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On Wed, 21 Jan 2004 13:20:39 +0200, Severi Salminen
<sev### [at] NOT_THISsibafi> wrote:
> This is possible only if they have the Intel Compiler.
You mean codemax? AFAIK Codemax is enclosed within separated DLL so...
ABX
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ABX wrote:
> On Wed, 21 Jan 2004 13:20:39 +0200, Severi Salminen
> <sev### [at] NOT_THISsibafi> wrote:
>
>>This is possible only if they have the Intel Compiler.
>
>
> You mean codemax? AFAIK Codemax is enclosed within separated DLL so...
No, I mean Intel C++ Compiler (see the link) that can be used within
Visual C++ 6.0 and that is the compiler POV-Team uses to get the fastest
binaries for Windows. Other compilers produce (usually) a bit slower
code - (allthough my chess engine was faster with plain VC 6.0 without
Intel). If the editor was a separate executable, then someone could make
changes to the editor and compile it with some other compiler without
affecting the engine optimizations. Now it is impossible.
http://www.intel.com/software/products/compilers/windows/
(I don't know what you meant by Codemax)
Severi S
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On Wed, 21 Jan 2004 14:14:11 +0200, Severi Salminen
<sev### [at] NOT_THISsibafi> wrote:
> > You mean codemax? AFAIK Codemax is enclosed within separated DLL so...
>
> No, I mean Intel C++ Compiler
Sorry, I wasn't precise. I know what Intel C++ Compiler is :-) Codemax is a
name of editor component used in POV-Ray for Windows GUI. It isn't linked with
POV-Ray, it exists in separated DLL. Just rebuild that DLL with your changes
and work with new features and the same raytracer. I did not tested it thought
I have worked without editor in the past so it is already well separated (see
section "1.10.8.2.4.1 Use Editor" in manual).
ABX
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On Wed, 21 Jan 2004 13:35:13 +0100, ABX <abx### [at] abxartpl> wrote:
> It isn't linked with POV-Ray
I meant, it is linked dynamically.
ABX
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On Wed, 21 Jan 2004 13:20:39 +0200, Severi Salminen
<sev### [at] NOT_THISsibafi> wrote:
> I meant that there might be people, who
> want to make changes to the source code of the _editor_
Out of curiosity, do you mean anything specific here ?
http://www.povray.org/download/features/wishlist.php
ABX
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> Sorry, I wasn't precise. I know what Intel C++ Compiler is :-) Codemax is
a
> name of editor component used in POV-Ray for Windows GUI. It isn't linked
with
> POV-Ray, it exists in separated DLL. Just rebuild that DLL with your
changes
> and work with new features and the same raytracer. I did not tested it
thought
> I have worked without editor in the past so it is already well separated
(see
> section "1.10.8.2.4.1 Use Editor" in manual).
If that is the case, then I take my words back. But I'm still confused. I
made same minor alterations to editor code and it really produces only one
single pvengine.exe file that includes everything - not a separate DLL. Or
are we using the words "editor" and "GUI" differently? Maybe I'm talking
about the GUI instead of the editor. Is the editor in separate DLL and GUI
and POV-engine in the same executable?
Here is my goal:
I just wanted to see the current pps (pixels per second) readout every
second or even after drawing every row. Normally it shows the reading only
if the last line took longer than 9 secs to render. I want to see it all the
time - I don't mean the total average readout at lower right corner. I only
removed the if-condition from the sources (I don't remember the exact file
now) and recompiled. It obviously produced only pvengine.exe.
If I'm really talking about GUI, then: it would be a nice option, if the
_GUI_ and the POV-Ray engine itself could be compiled separately.
I hope it went right this time ;-) It's a pity I'm now on a different
computer so I can't test this. I really tried it only one time so there are
good changes that I missed something :)
Severi S.
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