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In article <3c8924f0@news.povray.org> , Warp <war### [at] tagpovrayorg> wrote:
> Just get a fast-enough computer, make a simple scene and render it
> in an animation.
> For example this scene:
>
> camera { location -z*15 look_at 0 angle 35 }
> light_source { <100,250,-50>, 1 }
> union
> { sphere { -x, 1 }
> sphere { x, 1 }
> sphere { y, 1 }
> box { <-2,0,-1.5><2,-1,1.5> }
> pigment { rgb <1,.5> }
> finish { specular .5 reflection .5 }
> rotate <clock*360, 2*clock*360, .75*clock*360>
> }
>
> renders in my computer (1.2GHz Athlon) at 320x240 with +kff500 -ga -f
> at about 5 FPS.
Indeed, even the render windows with their slower display deliver such
framerates on fast systems today.
Of course, the demo that is built-in has a few additional features like being
thread-safe and no dependency on dynamic memory allocation. It also uses more
appropriate bouble-buffered drawing. The hard-coded scene allows to skip
parsing as well, also the scene currently used isn't really very simple: In
the scene description language it is less than forty lines with no fancy
constructs, but expanded in C it is over 2000 lines of structure definitions
taking about 20 KB of memory...
Oh, and before people start wondering why the POV-Team spends time on this, it
should be noted that this allows for example to uncover bugs or inefficiencies
in the source code and in addition only "playing" with some parts of the code
allow us to understand again what those who programmed it a decade ago were up
to. In short, playing with it today allows improvements for all users in the
future :-)
Thorsten
____________________________________________________
Thorsten Froehlich
e-mail: mac### [at] povrayorg
I am a member of the POV-Ray Team.
Visit POV-Ray on the web: http://mac.povray.org
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