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clipka <ano### [at] anonymousorg> wrote:
> New version:
>
> https://github.com/POV-Ray/povray/releases/tag/v3.8.0-x.tokenizer.9673626
>
.... and running Stephen's "Flowers For Clipka" scene. (I reduced his 'Density'
value from 10,000 down to 5,000, to be practical; and simply substituted his
image_map NAME in his height_field, instead of the library path.)
(Win7 64-bit, dual-core)
v3.7.0: 344 seconds parse (average of three runs)
v3.7.1 beta 9: 321 seconds (average of three runs)
v3.8 tokenizer: 225 seconds (average of three runs)
Nice! About a 35-percent decrease in parse time between 3.7.0 and 3.8-tokenizer,
very similar to Clipka's results.
Now I'm wondering why my 'city buildings' scene showed almost identical times
(3.7.0 vs. the 3.8 tokenizer), whereas Stephen's scene shows such a nice change.
The bulk of his scene is basically composed of four 'structures':
mesh2 meshes
trace(...)
#while loops (three)
height_field (one)
My own scene has only two of those four:
trace(...) -- but not nearly as many trace 'rays' as Stephen's
#while loops
From this, it makes me wonder if the bulk of the parse-time-speedup is in mesh2
meshes and/or trace. Or maybe it isn't that simple to separate out where the
improvements originate from(?)
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