POV-Ray : Newsgroups : moray.win : Too many objects? : Re: Too many objects? Server Time
3 Jul 2024 02:32:47 EDT (-0400)
  Re: Too many objects?  
From: Steve Shelby
Date: 14 Feb 2002 21:16:54
Message: <3c6c6f96@news.povray.org>
Lutz,
Thank you for answering my questions.
When the new beta comes out, will it be possible to have it and the current
version both on the same computer at the same time?
Steve

Lutz Kretzschmar <lut### [at] stmuccom> wrote in message
news:ehho6ucv25tf8k6cgjbdin6msh2s94tms5@4ax.com...
> Hi Steve Shelby, you recently wrote in moray.win:
>
> > Could I overcome this problem by making the snake as a series of several
> > separate IK chains of, say, 30 levels each, connected end to end, but
each
> > chain separate in its IK function?
> Hmmm. Well, you can't connect it end to end without nesting is, so no,
> I don't think that would work.
>
> > If I used hamaPatch to create rings of scales that were
> > only one object each, rather than 15, would that speed up rendering?
> That would definitely help redraw speed and IK solving speed a lot,
> yes. I'm pretty sure it won't do too much for POV-Rays rendering
> speed, though..... I might be wrong, though, since it may be able to
> bound one object more efficiently, or it won't have to calculate as
> many intersections....
>
> > Sometimes in a scene with a large number of small objects, in openGL
there
> > is a forest of red, green, and blue axes that make it impossible to see
the
> > objects.
> This is being addressed. It's actually a "feature" or byproduct of
> using OpenGL. Moray does not draw a subobjects local axis, whereas the
> OpenGL view does (which I preferred). But it can lead to problems with
> objects such as yours, where there are too many objects. It will be
> changed so that this will not be a problem.
>
> Wait until the beta and then let me know whether you like it, or
> not....
>
> - Lutz
>   email : lut### [at] stmuccom
>   Web   : http://www.stmuc.com/moray


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