POV-Ray : Newsgroups : povray.unofficial.patches : MegaPov 1.2 crash to desktop Server Time
16 May 2024 11:35:35 EDT (-0400)
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From: Christoph Hormann
Subject: Re: MegaPov 1.2 crash to desktop
Date: 12 Jul 2005 15:00:01
Message: <db13ve$plo$1@chho.imagico.de>
Gilles Tran wrote:
> [...] hdr_environment.pov (with view=3, radiosity commented off
> and -w300 -h150 +fh -ohdr_env.hdr in the command line) crashes either at the 
> beginning of the render or at the end.

Note i tested this exact setup on Windows with the build from the 
website and it did not crash.

You should post the complete text output from the message screen so we 
can check if there might be options set in your configuration that are 
different but to me this at the moment seems a singular problem of you 
(if anyone else observes the same problem please speak up).

Christoph

-- 
POV-Ray tutorials, include files, Landscape of the week:
http://www.tu-bs.de/~y0013390/ (Last updated 01 Jul. 2005)
MegaPOV with mechanics simulation: http://megapov.inetart.net/


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From: Kyle
Subject: Re: MegaPov 1.2 crash to desktop
Date: 12 Jul 2005 20:46:31
Message: <9lo8d19gee550p2uj038rlg2h2lehp49tp@4ax.com>
On Tue, 12 Jul 2005 20:59:58 +0200, Christoph Hormann
<chr### [at] gmxde> wrote:

>(if anyone else observes the same problem please speak up).

Switching between a modified hdr_environment.pov file, a one-line
scene file and a basic scene file containing an image mapped height
field produced the attached error info.  I was dumping the message
text to a file, but when the crash happened, it was at the beginning
of a render of the height field scene and did not produce any message
text.  I have not reproduced this in the version I compiled to debug.
It took many switches between files before the error occurred.  Very
intermittent.


Kyle


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Attachments:
Download 'Error2.zip' (254 KB)

From: Christoph Hormann
Subject: Re: MegaPov 1.2 crash to desktop
Date: 13 Jul 2005 02:30:01
Message: <db2c9p$2q0$1@chho.imagico.de>
Kyle wrote:
> On Tue, 12 Jul 2005 20:59:58 +0200, Christoph Hormann
> <chr### [at] gmxde> wrote:
> 
> 
>>(if anyone else observes the same problem please speak up).
> 
> 
> Switching between a modified hdr_environment.pov file, a one-line
> scene file and a basic scene file containing an image mapped height
> field produced the attached error info.

This is not what i was asking for - i wanted to know if there are any 
reproducible abnormal program terminations with scenes not using mechsim 
or scenes not using MegaPOV features at all.

I understand intermittent crashes are annoying but you would need to 
trace this down to a precise combination of minimal scenes reproducibly 
causing the problem - otherwise there  is no way for us to know if this 
is a general problem or something that only occurs for you.

Christoph

-- 
POV-Ray tutorials, include files, Landscape of the week:
http://www.tu-bs.de/~y0013390/ (Last updated 01 Jul. 2005)
MegaPOV with mechanics simulation: http://megapov.inetart.net/


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From: Kyle
Subject: Re: MegaPov 1.2 crash to desktop
Date: 13 Jul 2005 19:10:24
Message: <3a7bd11btp1q0e5said1cbnugfvgu94dst@4ax.com>
On Wed, 13 Jul 2005 08:28:09 +0200, Christoph Hormann
<chr### [at] gmxde> wrote:


>This is not what i was asking for - i wanted to know if there are any 
>reproducible abnormal program terminations with scenes not using mechsim 
>or scenes not using MegaPOV features at all.

I didn't catch on to that, based on the context of your question.  I
thought you were looking for others that are experiencing the same
issue as GT, since you tested and did not reproduce a similar failure.

FWIW, I am not using mechsim, only hdr in some of the scenes.  Also, I
have not had the issue show up on the first render of any image, only
after several different renders in the same session.


Kyle


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From: Gilles Tran
Subject: Re: MegaPov 1.2 crash to desktop
Date: 13 Jul 2005 20:53:16
Message: <42d5b77c$1@news.povray.org>

db2c9p$2q0$1@chho.imagico.de...
> I understand intermittent crashes are annoying but you would need to trace 
> this down to a precise combination of minimal scenes reproducibly causing 
> the problem - otherwise there  is no way for us to know if this is a 
> general problem or something that only occurs for you.
>

The scene is not minimal since it requires Jaime's Lightsys macro but at 
least it crashes almost reproducibly when I render it at 80x60 with +KFF100 
(without file output of any kind). The position of the crash varies between 
renders. I can't test this particular scene on another computer right now, 
but the crashes I mentioned before happened on two different machines.

#version unofficial megapov 1.2;
#include "colors.inc"
#include "textures.inc"
#include "math.inc"
#include "CIE.inc"

CIE_ColorSystemWhitepoint(sRGB_ColSys,Illuminant_D65)
#include "lightsys.inc"
#include "rspd_jvp.inc"
#declare r_sun=seed(345);
#declare Max_Vertices=10;
#include "CIE_Skylight.inc"

G.


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From: David Wallace
Subject: Re: MegaPov 1.2 crash to desktop
Date: 14 Jul 2005 12:59:07
Message: <42d699db@news.povray.org>
Code like this has caused trouble on my machine (Barton XP 3200, 1 GB DDR, Win2k 
SP4) under MegaPOV 1.2:

#declare _aspect = image_width/image_height;
#declare _size = 256;

global_settings {
	number_of_waves 35
	assumed_gamma 1.0
}

camera {
   orthographic
   location <0,0,-90>    // position & direction of view
   look_at  <0,0,0>
   right _aspect*_size*x            // horizontal size of view
   up _size*y               // vertical size of view
}

#debug concat("aspect ratio: ",str(_aspect,1,6),"\n")
#declare wsd = seed(547);
#declare wnm = 9;
#declare pgWave = array[wnm]
			
#declare ptLiq1 = function { pattern { waves turbulence 0.86 scale 2 } }
#declare ptLiq2 = function { pattern { ripples turbulence 0.41 scale  5 } }
#declare ptLiq3 = function { pattern { crackle turbulence 1.41 omega 0.69 scale 
5 } }
#declare ptLiq4 = function { pattern { granite scale 1 } }

#declare ptWave = function { cos(2*pi*(x+clock)) }

#declare ptLiquid = function { pow(ptLiq1(x,y,z),.6)*13.0 - 
pow(ptLiq2(x,y,z),1.4)*5.5 }

#macro WaveSet(n,nm)
	#local sca = int(rand(wsd)*nm-n)+1;
	#local ofp = rand(wsd); // phase offset
	#local ofx = rand(wsd)*_size; // x offset
	#local ofy = rand(wsd)*_size; // y offset
	
	#declare pgWave[n-1] = function {
		pattern {
			#switch(mod(n,4))
				#case (0)
					function { 
ptLiq4(pow(cos(1/_size*pi*x),2)+ofx,pow(sin(1/_size*pi*y),2)+ofy,z)*.7 }
				#break
				#case (1)
					function { 
ptLiq3(pow(cos(-1/_size*pi*x),2)+ofx,pow(sin(1/_size*pi*y),2)+ofy,z)*.5 }
				#break
				#case (2)
					function { 
ptLiq2(pow(cos(1/_size*pi*x),2)+ofx,pow(sin(-1/_size*pi*y),2)+ofy,z)*.3 }
				#break
				#case (3)
					function { 
ptLiq1(pow(cos(-1/_size*pi*x),2)+ofx,pow(sin(-1/_size*pi*y),2)+ofy,z)*.1 }
				#break
			#end
			//scale sca				
			phase ofp
			translate <ofx,ofy,0>
		}	
	}
#end

#macro gridWave(nm,sz,fn)
	function { (
	#local to = nm;
	#while (to>0)
		WaveSet(to,nm)
		pgWave[to-1](x,y,z)
		#local to = to - 1;
		#if (to>0) + #end
	#end
	) }
#end

#declare mapLiq1 = color_map {
	[ 0.00 rgb <0.000,0.000,0.000> ]
	[ 0.03 rgb <0.000,0.076,0.324> ]
	[ 0.13 rgb <0.000,0.231,0.479> ]
	[ 0.66 rgb <0.118,0.423,0.763> ]
	[ 0.80 rgb <0.213,0.459,1.000> ]
	[ 1.00 rgb <0.654,1.000,1.000> ]
}

#declare mapLiq2 = color_map {
	[ 0.05 rgb <0.000,0.000,0.000> ]
	[ 0.08 rgb <0.000,0.076,0.324> ]
	[ 0.23 rgb <0.000,0.231,0.479> ]
	[ 0.46 rgb <0.118,0.423,0.763> ]
	[ 0.70 rgb <0.213,0.459,1.000> ]
	[ 0.99 rgb <0.654,1.000,1.000> ]
}

#declare mapLiq3 = color_map {
	[ 0.00 rgb <0.000,0.000,0.500> ]
	[ 0.90 rgb <0.000,1.000,1.000> ]
	[ 1.00 rgb <0.750,1.000,1.000> ]
}

#declare texLiquid = texture {
	pigment {
		gridWave(wnm,_size,1)
		triangle_wave
		color_map { mapLiq1 }
		phase clock
	}
	finish {
		ambient 1
		diffuse 0
	}
}

box { -.5,.5 scale _size texture { texLiquid } }

It rarely happens on the first run, but eventually the machine reacts as if it 
went into an infinite loop, almost locking up my box until I open Task Manager 
and manually end the process (not responding).

--------------
David Wallace
TenArbor Consulting
"Just In Time Cash"
www.tenarbor.com
1-866-572-CASH


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From: Christoph Hormann
Subject: Re: MegaPov 1.2 crash to desktop
Date: 14 Jul 2005 15:00:02
Message: <db6cgm$gvu$1@chho.imagico.de>
Gilles Tran wrote:
> 
> The scene is not minimal since it requires Jaime's Lightsys macro but at 
> least it crashes almost reproducibly when I render it at 80x60 with +KFF100 
> (without file output of any kind). The position of the crash varies between 
> renders. I can't test this particular scene on another computer right now, 
> but the crashes I mentioned before happened on two different machines.

I can confirm this crashes no matter if with '#version unofficial 
megapov 1.2;' or not.

It however does not crash when compiled with MinGW - so it seems a 
problem of this built only (this also explains why it does not crash 
with official POV-Ray).

Christoph

-- 
POV-Ray tutorials, include files, Landscape of the week:
http://www.tu-bs.de/~y0013390/ (Last updated 01 Jul. 2005)
MegaPOV with mechanics simulation: http://megapov.inetart.net/


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From: Kyle
Subject: Re: MegaPov 1.2 crash to desktop
Date: 14 Jul 2005 18:07:19
Message: <0aodd1p596hs01l8agg9iue2hb9vpilor0@4ax.com>
On Thu, 14 Jul 2005 20:56:22 +0200, Christoph Hormann
<chr### [at] gmxde> wrote:

>It however does not crash when compiled with MinGW - so it seems a 
>problem of this built only (this also explains why it does not crash 
>with official POV-Ray).


Also explains why it does not crash with the VS 2003 compile that I
did.


Kyle


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From: ABX
Subject: Re: MegaPov 1.2 crash to desktop
Date: 15 Jul 2005 05:45:46
Message: <hv0fd1tpl1r4kbq2v21m73d00nsf3rjm6s@4ax.com>
On Thu, 14 Jul 2005 18:07:22 -0400, Kyle <hob### [at] gatenet> wrote:
> Also explains why it does not crash with the VS 2003 compile that I
> did.

How it explains? Release build was made with VC++ 7.1 from 2003 suit too.

ABX


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From: Kyle
Subject: Re: MegaPov 1.2 crash to desktop
Date: 15 Jul 2005 10:51:50
Message: <veifd110pu7u0vaeealbe1g6v72ssju4dm@4ax.com>
>How it explains? Release build was made with VC++ 7.1 from 2003 suit too.

Since the official Windows source code has not been release yet, I had
to merge the MegaPOV 1.2 source with the MegaPOV 1.1 source, then used
the solution file from POVRay 3.6 source, modifiy it and compile.  

Even though the complier used may have been the same, the possibility
that the build is exactly the same is a million in one shot.  I do not
have any code changes that may have been made to the windows frontend
between 1.1 and 1.2.  Also, it is very unlikely that I used exactly
the same compiler switches as the official build.

Also, this is Windows we're talking about.  ;-)


Kyle


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