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From: Tek
Subject: Re: Help needed! Forest memory problems - I give up!
Date: 19 Dec 2002 17:20:18
Message: <3e024622@news.povray.org>
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Okay, I give up!
I've spent about 5 hours re-writing maketree to use only meshes, and it now
means I can do 200 trees before my computer starts grinding to a halt! :(
I'm gonna give up and do much more simple trees or something.
If anyone can show me some source that duplicates a complicated mesh (5MB .inc
file) several thousand times without using hundreds of meg then I might be able
to find out what's going wrong. But the deadline draws closer so I'll just have
to find another way :(
--
Tek
http://www.evilsuperbrain.com
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From: Thorsten Froehlich
Subject: Re: Help needed! Forest memory problems - I give up!
Date: 19 Dec 2002 17:39:33
Message: <3e024aa5$1@news.povray.org>
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In article <3e024622@news.povray.org> , "Tek" <tek### [at] evilsuperbrain com>
wrote:
> If anyone can show me some source that duplicates a complicated mesh (5MB .inc
> file)
Simple: Declare it once, then (re)use it via the "object" statement.
Thorsten
____________________________________________________
Thorsten Froehlich
e-mail: mac### [at] povray org
I am a member of the POV-Ray Team.
Visit POV-Ray on the web: http://mac.povray.org
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From: Tek
Subject: Re: Help needed! Forest memory problems - I give up!
Date: 19 Dec 2002 18:15:47
Message: <3e025323@news.povray.org>
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Nope, did that. It substantially reduced the memory, but it still couldn't
handle 8000.
--
Tek
http://www.evilsuperbrain.com
Thorsten Froehlich <tho### [at] trf de> wrote in message
news:3e024aa5$1@news.povray.org...
> In article <3e024622@news.povray.org> , "Tek" <tek### [at] evilsuperbrain com>
> wrote:
>
> > If anyone can show me some source that duplicates a complicated mesh (5MB
.inc
> > file)
>
> Simple: Declare it once, then (re)use it via the "object" statement.
>
> Thorsten
>
> ____________________________________________________
> Thorsten Froehlich
> e-mail: mac### [at] povray org
>
> I am a member of the POV-Ray Team.
> Visit POV-Ray on the web: http://mac.povray.org
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From: Thorsten Froehlich
Subject: Re: Help needed! Forest memory problems - I give up!
Date: 19 Dec 2002 18:56:19
Message: <3e025ca3$1@news.povray.org>
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In article <3e025323@news.povray.org> , "Tek" <tek### [at] evilsuperbrain com>
wrote:
> Nope, did that. It substantially reduced the memory, but it still couldn't
> handle 8000.
Hmm, would you be willing to make the scene available somewhere?
Thorsten
____________________________________________________
Thorsten Froehlich, Duisburg, Germany
e-mail: tho### [at] trf de
Visit POV-Ray on the web: http://mac.povray.org
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From: Tek
Subject: Re: Help needed! Forest memory problems - I give up!
Date: 19 Dec 2002 20:08:52
Message: <3e026da4@news.povray.org>
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Well I no longer have the code that didn't work, plus I'm not sure how Gilles
would feel about me distributing my modified version of his code. But you might
want to try this:
If you have maketree you can probably recreate my problem using the second
example tree (extree2.pov), provided you don't use the branches ('cause they're
not meshes).
Set it to output files (dofile = true), then run it so it produces 3 files.
Create a new scene that declares an object as:
#declare tree = #include "gtfoliage2.inc"
And then try placing 8000 instances of that object in a loop. In theory you
should experience the same difficulties I do, though if not I'd be interested to
know because it would indicate some other problem in my scene.
--
Tek
http://www.evilsuperbrain.com
Thorsten Froehlich <tho### [at] trf de> wrote in message
news:3e025ca3$1@news.povray.org...
> In article <3e025323@news.povray.org> , "Tek" <tek### [at] evilsuperbrain com>
> wrote:
>
> > Nope, did that. It substantially reduced the memory, but it still couldn't
> > handle 8000.
>
> Hmm, would you be willing to make the scene available somewhere?
>
> Thorsten
>
> ____________________________________________________
> Thorsten Froehlich, Duisburg, Germany
> e-mail: tho### [at] trf de
>
> Visit POV-Ray on the web: http://mac.povray.org
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On Thu, 19 Dec 2002 23:15:11 -0000, "Tek" <tek### [at] evilsuperbrain com> wrote:
> Nope, did that. It substantially reduced the memory, but it still couldn't
> handle 8000.
Are you sure you did not used this that way:
#macro MyMesh()
#include "mesh_definition.inc"
#end
object{ MyMesh() }
object{ MyMesh() transform{ Somehow } }
?
ABX
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From: Christoph Hormann
Subject: Re: Help needed! Forest memory problems - I give up!
Date: 20 Dec 2002 03:30:56
Message: <3E02D541.9ED0828F@gmx.de>
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Tek wrote:
>
> Well I no longer have the code that didn't work, plus I'm not sure how Gilles
> would feel about me distributing my modified version of his code. But you might
> want to try this:
>
> If you have maketree you can probably recreate my problem using the second
> example tree (extree2.pov), provided you don't use the branches ('cause they're
> not meshes).
>
> Set it to output files (dofile = true), then run it so it produces 3 files.
>
> Create a new scene that declares an object as:
> #declare tree = #include "gtfoliage2.inc"
>
> And then try placing 8000 instances of that object in a loop. In theory you
> should experience the same difficulties I do, though if not I'd be interested to
> know because it would indicate some other problem in my scene.
If you do that with an unmodified maketree you get one mesh for every leaf
and 'tree' is a union of several thousand meshes. Using that several
times will require at least the memory for the transformation matrices for
each mesh so you won't save much. The trick is to put all leaves in *one*
mesh. This involves some modification of the code, you have to transform
the vertices of the leaf instead of the leaf itself.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 07 Dec. 2002 _____./\/^>_*_<^\/\.______
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From: Tek
Subject: Re: Help needed! Forest memory problems - I give up!
Date: 20 Dec 2002 03:56:37
Message: <3e02db45@news.povray.org>
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Yep, I tried that too. It took most of last evening to rewrite the
transformation code, but once I had it still had all the same problems as
when it had been 1 mesh per leaf. My foliage include is just a 5 meg mesh.
Though my rewrite of the branch code works fine, so if I want lots of bare
trees there's no problem. :(
--
Tek
http://www.evilsuperbrain.com
"Christoph Hormann" <chr### [at] gmx de> wrote in message
news:3E02D541.9ED0828F@gmx.de...
>
>
> Tek wrote:
> >
> > Well I no longer have the code that didn't work, plus I'm not sure how
Gilles
> > would feel about me distributing my modified version of his code. But
you might
> > want to try this:
> >
> > If you have maketree you can probably recreate my problem using the
second
> > example tree (extree2.pov), provided you don't use the branches ('cause
they're
> > not meshes).
> >
> > Set it to output files (dofile = true), then run it so it produces 3
files.
> >
> > Create a new scene that declares an object as:
> > #declare tree = #include "gtfoliage2.inc"
> >
> > And then try placing 8000 instances of that object in a loop. In theory
you
> > should experience the same difficulties I do, though if not I'd be
interested to
> > know because it would indicate some other problem in my scene.
>
> If you do that with an unmodified maketree you get one mesh for every leaf
> and 'tree' is a union of several thousand meshes. Using that several
> times will require at least the memory for the transformation matrices for
> each mesh so you won't save much. The trick is to put all leaves in *one*
> mesh. This involves some modification of the code, you have to transform
> the vertices of the leaf instead of the leaf itself.
>
> Christoph
>
> --
> POV-Ray tutorials, include files, Sim-POV,
> HCR-Edit and more: http://www.tu-bs.de/~y0013390/
> Last updated 07 Dec. 2002 _____./\/^>_*_<^\/\.______
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No it's definitely:
#declare MyMesh = #include "mesh.inc"
object { MyMesh transform }
object { MyMesh transform }
object { MyMesh transform }
--
Tek
http://www.evilsuperbrain.com
"ABX" <abx### [at] abx art pl> wrote in message
news:dbj50vgurcq3sniiuf7993lhikk33aesmf@4ax.com...
> On Thu, 19 Dec 2002 23:15:11 -0000, "Tek" <tek### [at] evilsuperbrain com> wrote:
> > Nope, did that. It substantially reduced the memory, but it still
couldn't
> > handle 8000.
>
> Are you sure you did not used this that way:
>
> #macro MyMesh()
> #include "mesh_definition.inc"
> #end
>
> object{ MyMesh() }
> object{ MyMesh() transform{ Somehow } }
>
> ?
>
> ABX
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From: Christoph Hormann
Subject: Re: Help needed! Forest memory problems - I give up!
Date: 20 Dec 2002 04:21:07
Message: <3E02E100.EC7FEB26@gmx.de>
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Tek wrote:
>
> Yep, I tried that too. It took most of last evening to rewrite the
> transformation code, but once I had it still had all the same problems as
> when it had been 1 mesh per leaf. My foliage include is just a 5 meg mesh.
>
If your code looks like:
#declare Mesh= mesh { ... }
object { Mesh ... }
object { Mesh ... }
...
this should work.
If you have the mesh written to a file you should make sure it really
contains a single mesh.
Christoph
--
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 07 Dec. 2002 _____./\/^>_*_<^\/\.______
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