POV-Ray : Newsgroups : povray.unofficial.patches : (uni)MegaPOV 0.5a mesh2 textures : Re: (uni)MegaPOV 0.5a mesh2 textures Server Time
2 Sep 2024 02:12:23 EDT (-0400)
  Re: (uni)MegaPOV 0.5a mesh2 textures  
From: Nicolas Calimet
Date: 18 Jul 2000 05:38:37
Message: <39742628.5A2C9A48@free.fr>
Nathan Kopp wrote:
> Unfortunately, no.  While this does work for solid colors, it will not work
> for any other kinds of textures, because of transformation problems.

	Yes. Finally It splashed in my eyes after I decided to put on my
screen two pictures with translated/rotated mesh2 objects with complex
textures as those given in texture_list demo. I was too stupid to look a
little bit longer than 1 nanosecond to see the textures were definitely
not oriented as they were when copying the textures. Sorry for all.

> (  More extensive changes would be necessary to make it work.  I had been
> working on that (in a more general sense for all objects, not just meshes),
> but it was taking too much effort so I moved on to "more important" things.

	Of course if you decided to copy the textures it was for a good
reason. #$%&^@* I really feel my fault >:(
	Unfortunately textures/memory are one of the major issue of the next
release of POV-Ray I think. I understand you're probably willing to work more
on photon mapping and all the new great features. I'm sure the Chris Huff's
particule system will be also integrated soon in all MegaPOV versions :-)

> Feel free to keep working on it, though  :-)

	Not too much time I'm afraid, and the worst is that I'm not enough
understanding the POV-Ray code as this story prooved to me. In my own patch
(which is extremely specific, hence in contradiction with POV philosophy)
I only focused on meshes and its related code...

> One quick-hack solution would
> be to check and see if the texture is a solid color with no normal, and if
> so, just copy the texture pointer.  That should work correctly in all
> situations and will save you much memory for your particular use.

	Yes, now I completely agree. This is what I'm going to do in what
I will call a "custom MegaPOV 0.5a" for my benchmarks until you release the
next version if you decide to make such changes. I will continue to test
as much as possible the mesh2 object since this is mainly what I currently
need in MegaPOV, and if required to report bugs if they're real ones ;-)

	Thanks again for your patience !

	- Nicolas


PS: as a UNIX/Linux user I compiled MegaPOV on several architectures. If
someone is interested I can provide compiles for DEC, SGI, Linux (but M.G.
is here for that), and possibly SUN (but Warp does it AFAIK). Last time I
reported a 'transform id' bug that occurs only on DEC, so I think I should
follow the development on these devices.


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