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On 23 Feb 2001 14:36:47 -0500, Geoff Wedig wrote:
>funky things happen. This has *long* been a standard. If I were doing
>dividing, where a small roundoff could have occured, then there might've
>been some question, but in this case, we're dealing with integers added to
>integers, albeit stored as floats. I can't see why they'd conflict in this
>fashion. Or is POV doing something extremely funky with the clock? I
>suppose it's possible that rather than use the settings I gave it for
>initial and final clock, it still does 0-1, but then multiplies it by the
>difference and adds the initial_clock, to get the clock setting given to the
>scene file, but that seems like a lot of work when the true values are right
>there.
That's what I thought it must be doing, too, at first, but I see now that
it computes the clock delta and adds it for each frame. The clock delta is
given by (final_clock-initial_clock)/(final_frame-initial_frame), which
should be exactly 1 unless you're using an old Pentium, but perhaps there's
something funky about division that I don't understand.
--
Ron Parker http://www2.fwi.com/~parkerr/traces.html
My opinions. Mine. Not anyone else's.
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