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When I tried compiling UVPov with IBM Visual Age C++ 3.0, the photons didn't
work correctly. If I rendered at a lower resolution, the photonmap would
contain black 'dots' (filled circles, actually). If I would render the same
scene with a higher resolution, it would look ok. No way in heck would I use
such a thing on my AMD-K5 133 - I *need* low resolutions! :-)
Anyway, I borrowed a friends Watcom 11.0 license, and tried compiling MegaPov
0.3 for OS/2 with it. Now I have another problem - still photon-related.
Large parts of the photon/caustics part of the image is solid white. However,
I can see what it *should* look like (some parts of the scene works ok) and
it looks great.
Has anyone seen any of the above described problems? Do you know how to fix
them (The later one if possible. VisualAge C++ 3.0 codegenerator can not
produce as fast FPU code as Watcom can..).
/j
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