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Am 07.02.2019 um 17:31 schrieb William F Pokorny:
> Trying to avoid sliding too much sideways into work I did almost two
> years ago given I've already got more going than I'll ever finish.
Welcome to the world of POV-Ray development ;)
> - Remembered a decade ago with the objectAsIso experiments how I looked
> hard at converting other than the simplest csg to a mesh because the
> inside test performance got so slow with larger/complex csg.
>
> - Remembered Lanuhum's Blender hair scene and thinking it shouldn't
> really be that slow, even with super slow sphere_sweeps.
Let's play a game of "shapes that could benefit from internal bounding
but don't have any" ;)
> - Remembered learning early last year while finding the cause of a
> particular speckling bug, that POV-Ray does inside tests when it creates
> original rays.
Just a spontaneous thought here: Would it be worth it to cache the
result of the camera ray origin inside test, and only re-do it if the
origin changes (due to special camera or focal blur)?
> Results were not similar. This leads me to a new suspicion / unproven
> theory we are sitting on a csg inside test performance issue. One
> perhaps affecting things generally. My code changes to the text object
> only treated another problem.
I'm not so sure it's a CSG thing you're seeing. By default, POV-Ray
"flattens" CSG unions wherever possible, promoting all children to
top-level objects - presumably this is also the case with implicit
unions like the text primitive. So unless you took some measure to
specifically prevent this, you're not actually testing a CSG object.
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