POV-Ray : Newsgroups : moray.win : Future of Moray/POVray : Re: Future of Moray/POVray (long) Server Time
28 Jul 2024 22:25:38 EDT (-0400)
  Re: Future of Moray/POVray (long)  
From: Florian Fischer
Date: 2 Dec 1999 15:44:30
Message: <3846D76F.B2D07080@gmx.de>
> Moray would also benifit from an overhauled patch modelling system,
> personally i find the current system a nightmare to use properly,
> and as spatch seems to be dead in the water these days maybe a 
> merger of sorts would be a good idea.

Indeed!
It would already help a lot if you could change the patches in 3D
windows (there is at least one in the edit tab, normally).

> object masking would be essential as well, meaning the ability from
> within moray to turn of parts of the scene, replacing them with a 
> single large bounding box. currently i have difficulty modelling 
> when this start to get very complex - there are just to many 
> objects for me to be able to see what i am doing, even though where 
> ever possable i model everything seperatly and combine later. this 
> would also help to combat big scene slowdown.

there are methods to do this (global visibility settings- check the
manual to understand the system). The problem is not that this doesn't
exist, but I think it's too difficult to use, so I've never actually
used it.

> another thing that would help with big scene slowdown, would be a
> better method of redrawing the scene, Moray tends to overdraw the 
> same pixel many many times (once for every object that intersects 
> that pixel).

Perhaps it would help if spheres (, cylinders, patches, etc.) wouldn't
just always consist of the same number of lines. What if this depended
from their actual pixel size of the screen? While big spheres could
gain accuracy, smaller ones could be drawn with fewer lines, thus
speeding up things a lot.

=====

Hey! Even more suggestions! There will soon be enough for Moray 4, 5,
...

Florian


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