POV-Ray : Newsgroups : povray.unofficial.patches : Bug in Megapov noise3d (causes segmentation fault) Server Time
1 Nov 2024 19:13:49 EDT (-0400)
  Bug in Megapov noise3d (causes segmentation fault) (Message 1 to 4 of 4)  
From: Warp
Subject: Bug in Megapov noise3d (causes segmentation fault)
Date: 27 Jun 2000 12:27:40
Message: <3958d5fb@news.povray.org>
If I try to render this (in my Solaris compile of MegaPov 0.5), it causes
a segmentation fault:

#version Unofficial MegaPov 0.5;

camera { location -z*15 look_at 0 angle 35 }

box
{ <-4,-4,0><4,4,.1>
  pigment
  { function { noise3d }
    color_map { [0 rgb 0][1 rgb 1] }
  }
  finish { ambient 1 }
}

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Chris Huff
Subject: Re: Bug in Megapov noise3d (causes segmentation fault)
Date: 27 Jun 2000 12:46:36
Message: <chrishuff-E876A7.11463727062000@news.povray.org>
In article <3958d5fb@news.povray.org>, Warp <war### [at] tagpovrayorg> 
wrote:

>   If I try to render this (in my Solaris compile of MegaPov 0.5), it 
> causes a segmentation fault:

When does it happen? In parsing?

Try this instead:
box {<-4,-4, 0>, < 4, 4, 0>
    pigment {function {noise3d(x,y,z)}
        color_map {[0 rgb 0][1 rgb 1]}
    }
    finish {ambient 1}
}

I have had trouble with this sort of thing before, I just always use the 
parameters.

-- 
Christopher James Huff - Personal e-mail: chr### [at] maccom
TAG(Technical Assistance Group) e-mail: chr### [at] tagpovrayorg
Personal Web page: http://homepage.mac.com/chrishuff/
TAG Web page: http://tag.povray.org/


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From: Warp
Subject: Re: Bug in Megapov noise3d (causes segmentation fault)
Date: 27 Jun 2000 12:50:10
Message: <3958db42@news.povray.org>
If it's of any help I traced the line that crashes the program (the bug
may not be in this line, but this is the line that crashes) and the function
call chain:

Program received signal SIGSEGV, Segmentation fault.
evaluate_function (func=0x0) at ../f_func.c:1707
1707      if ((func->iso_func !=NULL)&&(func->iso_func!=Imp_Func.iso_func)) 

#0  evaluate_function (func=0x0) at ../f_func.c:1707
#1  0x429a0 in func_func3d () at ../f_func.c:381
#2  0x4620c in evaluate_function (func=0x115c00) at ../f_func.c:1721
#3  0x5cbf0 in imp_func (Func=0x121c50, XYZ=0xffbee0e0) at ../isofunc.c:45
#4  0x96cac in func_pat (EPoint=0xffbee3e8, TPat=0x1321b8) at ../pattern.c:3879
#5  0x946cc in Evaluate_TPat (TPat=0x1321b8, EPoint=0xffbee3e8, 
    Intersection=0xffbef1d0) at ../pattern.c:2524
#6  0x9b3a0 in Compute_Pigment (Colour=0xffbeecb8, Pigment=0x1321b8, 
    EPoint=0xffbeefd8, Intersection=0xffbef1d0) at ../pigment.c:563
#7  0x6c5ec in compute_lighted_texture (ResCol=0xffbef058, Texture=0x132100, 
    IPoint=0xffbeefd8, Raw_Normal=0xffbef018, Ray=0x112a00, Weight=1, 
    Intersection=0xffbef1d0) at ../lighting.c:4426
#8  0x6bfbc in do_texture_map (Result_Colour=0xffbef058, Texture=0x132100, 
    IPoint=0xffbeefd8, Raw_Normal=0xffbef018, Ray=0x112a00, Weight=1, 
    Ray_Intersection=0xffbef1d0, Shadow_Flag=0) at ../lighting.c:4144
#9  0x65660 in Determine_Apparent_Colour (Ray_Intersection=0xffbef1d0, 
    Colour=0x132cbc, Ray=0x112a00, Weight=1) at ../lighting.c:701
#10 0xbc814 in Trace (Ray=0x112a00, Colour=0x132cbc, Weight=1, Inter=0x0)
    at ../render.c:2051
#11 0xbc380 in Trace_With_Blur (Ray=0x112a00, Colour=0x132cbc, Weight=1, 
    Inter=0x0) at ../render.c:1872
#12 0xbdfdc in trace_pixel (x=11, y=0, Colour=0x132cbc, pp_data=0x0)
    at ../render.c:3063
#13 0xbb958 in Start_Non_Adaptive_Tracing () at ../render.c:1504
#14 0xa9950 in FrameRender () at ../povray.c:725
#15 0xa9428 in main (argc=3, argv=0x11c4c8) at ../povray.c:404


-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Warp
Subject: Re: Bug in Megapov noise3d (causes segmentation fault)
Date: 27 Jun 2000 12:54:32
Message: <3958dc47@news.povray.org>
Chris Huff <chr### [at] maccom> wrote:
: When does it happen? In parsing?

  When rendering.

: Try this instead:
: box {<-4,-4, 0>, < 4, 4, 0>
:     pigment {function {noise3d(x,y,z)}
:         color_map {[0 rgb 0][1 rgb 1]}
:     }
:     finish {ambient 1}
: }

  Yes, that works.
  It shouldn't crash in any situation, though.

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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