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Daniel Neilson wrote:
>
> That's true. For comparing the two I actually had two code bases. One used
> the old mesh and one used the new -- exchanging the two is just a matter of
> copying in the new mesh.* files and editing two lines in parse.cpp. I'd
> figured it was a pretty safe assumption that no mesh would produce a
> degenerate kd-tree. Easily changed, though. I'll see if I can't find some
> time in the next couple days to alter that.
That's mostly a question of it being includable in a patch collection
like MegaPOV where we have the convention that all patches have to be
deactivated by default.
>>- it seems faster in a lot of scenes but i had problems with others
>>(isocacti.pov for example does not render).
>
> That's very odd. My version actually renders isocacti.pov just fine. Does
> it print out any sort of errors, or does it crash, or does it render a
> blank image, or... ? Perhaps something's wonky about your patched version?
It just halts before starting to render, i assume stuck in some loop or so.
Christoph
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Last updated 21 Mar. 2004 _____./\/^>_*_<^\/\.______
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