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Hi, my name's Dylan Martin and I'm new to this group, but I was wondering if
someone could help me.
I'm using POV-ray 3.1g and I'm wondering if it can be used as a real-time
rendering engine like OpenGL or Direct X? Can somebody please help me if
they know how.
Dylan
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Dylan Martin wrote:
>
> Hi, my name's Dylan Martin and I'm new to this group, but I was wondering if
> someone could help me.
>
> I'm using POV-ray 3.1g and I'm wondering if it can be used as a real-time
> rendering engine like OpenGL or Direct X? Can somebody please help me if
> they know how.
Basically, no. With a fast enough computer, and very simple scenes,
POV-Ray can come close but in the majority of cases the algorithms
used by POV-Ray are so computationally intensive you will find it
much too slow to be useful for real-time rendering.
--
Ken Tyler
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Thanks anyways
Dyl
"Ken" <tyl### [at] pacbellnet> wrote in message
news:3D021644.4C93BF07@pacbell.net...
>
>
> Dylan Martin wrote:
> >
> > Hi, my name's Dylan Martin and I'm new to this group, but I was
wondering if
> > someone could help me.
> >
> > I'm using POV-ray 3.1g and I'm wondering if it can be used as a
real-time
> > rendering engine like OpenGL or Direct X? Can somebody please help me
if
> > they know how.
>
> Basically, no. With a fast enough computer, and very simple scenes,
> POV-Ray can come close but in the majority of cases the algorithms
> used by POV-Ray are so computationally intensive you will find it
> much too slow to be useful for real-time rendering.
>
> --
> Ken Tyler
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"Dylan Martin" <ron### [at] sympaticoca> wrote in
news:3d021019@news.povray.org:
> I'm using POV-ray 3.1g and I'm wondering if it can be used as a
> real-time rendering engine like OpenGL or Direct X? Can somebody
> please help me if they know how.
Image quality of POV is much higher then OGL, but so is the render time.
It is possible to have even 30 fps in 1024x768, IF You would use several
computers each rendering some part of frame, and if the pre-trace
calculations would not be slow (radiosity,photons,parsing)
--
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