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In article <3a633131@news.povray.org>, "Rune" <run### [at] inamecom>
wrote:
> I mentioned two solutions, A) and B). Only A) was about not using the
> mesh block.
> B) was about the number of textures, although I didn't directly say
> that the memory was the problem.
I thought B was about the number of identifiers...a misunderstanding on
my part. Sorry.
> How much memory do textures consume (not a very simple texture, but
> an average complicated one)?
No idea...it depends on so many things. Image maps, the pattern used,
warps, the size and contents of any blend maps used, the amount of data
shared with something else (I'm pretty sure image file data is shared,
for example)...an "average complexity" texture could vary from bytes to
megabytes.
> Would it be a lot if say 3000 unique textures were needed? (3000
> triangles in a mesh is not even very much, is it?)
It would probably total to quite a lot, but I think textures also share
data, similar to the way meshes work. I'm not sure if it works with
different transformed textures, it may make a new copy in that case.
> > or do figure out a way to do something similar with 2D vectors.
>
> I don't think that's possible.
You could probably do something with the displace warp...working around
that limitation in this way would probably be harder than coding support
for 3D vectors, though.
--
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/
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