POV-Ray : Newsgroups : povray.beta-test : POV-Ray v3.7.1-beta.3 Released Server Time
28 Mar 2024 09:08:45 EDT (-0400)
  POV-Ray v3.7.1-beta.3 Released (Message 11 to 20 of 26)  
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From: clipka
Subject: Re: POV-Ray v3.7.1-beta.3 Released
Date: 20 Feb 2017 12:24:55
Message: <58ab2667$1@news.povray.org>
Am 20.02.2017 um 17:44 schrieb StephenS:
> On 20/02/2017 11:28 AM, StephenS wrote:
> 
>> ....
>> I only have a newer alternate cmedit32-sse2.dll
>>
> I'm not sure what I have, needs more testing.
> 
> Stephen S

As a workaround, you might simply rename or copy that DLL to
`cmedit32.dll`, and do the corresponding for `povcmax32-sse2.dll`.


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From: clipka
Subject: Re: POV-Ray v3.7.1-beta.3 Released
Date: 20 Feb 2017 12:28:01
Message: <58ab2721$1@news.povray.org>
Am 20.02.2017 um 17:39 schrieb StephenS:
> On 19/02/2017 1:35 PM, clipka wrote:
> ....
>> Let's put it this way: As long as anyone posting on these newsgroups on
>> a regular basis is still using XP, I prefer to keep POV-Ray alive on
>> that operating system.
>>
> ....
> I post about Win XP32, I render on Win10 64bit.

So you're saying you're no longer using POV-Ray on XP yourself?

Well, that might change things...


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From: clipka
Subject: Re: POV-Ray v3.7.1-beta.3 Released
Date: 20 Feb 2017 13:00:16
Message: <58ab2eb0$1@news.povray.org>
Am 20.02.2017 um 17:28 schrieb StephenS:

> Warning popup:
> 
> This build of POV-Ray requires that your processor provides SSE2
> support. Please use the standard non-SSE2 version of POV-Ray on this
> computer.

I have some hunch where this might be coming from.

I might be bombarding you with a few test executables in the next few
days to get to the bottom of it.


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From: StephenS
Subject: Re: POV-Ray v3.7.1-beta.3 Released
Date: 20 Feb 2017 13:06:11
Message: <58ab3013$1@news.povray.org>
On 20/02/2017 12:27 PM, clipka wrote:
...
>> I post about Win XP32, I render on Win10 64bit.
>
> So you're saying you're no longer using POV-Ray on XP yourself?
>
> Well, that might change things...
>

I will continue to turn on my 'old' Win XP computer and play games, and 
even use POV-Ray on it, but I only need pov v3.6 for this.

I no longer use XP for rendering of scene files for output. It has been 
used for CSG visualization with a OpenGL GUI modeller for years now. 
Anything not supported has been hand coded with #if (version xxxxxx) 
something.

I would fully support POV-Ray 3.70 as the last fully supported Win XP.

I can only speak for myself, but I no long need POV-Ray for Win XP.

Stephen S


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From: StephenS
Subject: Re: POV-Ray v3.7.1-beta.3 Released
Date: 20 Feb 2017 13:27:16
Message: <58ab3504$1@news.povray.org>
On 20/02/2017 11:28 AM, StephenS wrote:
...
> pvengine.exe runs, linked to older downlaoded editor?, not opening
> files. I still have the alternate editor file, will run with that.
...
Used the suggestion from Chris, copied over 3.7.0 editor files.
Up and running now.

Stephen S


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From: StephenS
Subject: Re: POV-Ray v3.7.1-beta.3 Released
Date: 20 Feb 2017 13:35:13
Message: <58ab36e1$1@news.povray.org>
On 20/02/2017 1:00 PM, clipka wrote:
> Am 20.02.2017 um 17:28 schrieb StephenS:
>
>> Warning popup:
>>
>> This build of POV-Ray requires that your processor provides SSE2
>> support. Please use the standard non-SSE2 version of POV-Ray on this
>> computer.
>
> I have some hunch where this might be coming from.
>
> I might be bombarding you with a few test executables in the next few
> days to get to the bottom of it.
>
I'm willing to test if your willing to put in the time to make the 
executable.

Stephen S


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From: Stephen
Subject: Re: POV-Ray v3.7.1-beta.3 Released
Date: 20 Feb 2017 19:28:08
Message: <58ab8998$1@news.povray.org>
On 2/19/2017 7:16 PM, clipka wrote:
> Am 19.02.2017 um 17:13 schrieb Stephen:
>> On 2/19/2017 3:42 PM, Cousin Ricky wrote:
> ....
>>> Well, Microsoft has washed its hands of WinXP, so I don't see why new
>>> POV-Ray versions should have to support it.
>>
>> That is a fair point. Does PovRay run on a 16 bit OS like Win 3.1?
>
> Apples and oranges.
>

That is a metaphor I have never been able to understand even as a child.
Of course you can compare apples and oranges. They are both fruit and 
grow on trees. You can even add them.

I really commend the Pov team for their work on compatibility. It is 
unusual in the software world.


-- 

Regards
     Stephen


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From: Billabong
Subject: Re: POV-Ray v3.7.1-beta.3 Released
Date: 25 Feb 2017 07:25:00
Message: <web.58b1765e48a761e669fde9b50@news.povray.org>
Thank you so much for pushing forward for a new release stepping of Povray.

I am new in this forum. I have been using V3.7 for some years and now trying out
the beta releases. I am re-rendering some of the old competition sources and
found a source file that crashes at parsing in beta.3 and also beta.2, but runs
fine on the v3.7. I have a pretty standard machine running Win10.

I don't know whether you are interested to use such source for debugging and how
I can contribute such source?

BR Billabong

clipka <ano### [at] anonymousorg> wrote:
> Since the beans have been spilled already, it's no use denying it
> anymore -- v3.7.1-beta.3 is available on GitHub:
>
> https://github.com/POV-Ray/povray/releases/tag/v3.7.1-beta.3
>
> Besides fixing a few bugs, this version should also improve performance
> on 64-bit Windows machines over the previous beta -- especially if your
> scene makes plenty use of noise and your CPU supports AVX2 and FMA3
> (thanks to hand-optimized code courtesy of Intel); other scenes and CPUs
> should also profit though.
>
> Unfortunately this performance gain comes at the cost of dropping
> support for Windows XP (and Windows Server 2003). In order to still be
> able to provide some level of support for these legacy operating
> systems, we have therefore decided to keep the 32-bit binaries
> XP-compatible for now, which on the other hand means that users of later
> 32-bit Windows versions will miss out on the performance improvements.
>
> Note that the choice between XP-compatibility and performance is a
> matter of the build tool used (Visual Studio 2010 will generate
> XP-compatible binaries, while Visual Studio 2015 will generate faster
> ones), so 64-bit XP-compatible binaries /can/ still be built from the
> source code, as can faster 32-bit binaries.


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From: William F Pokorny
Subject: Re: POV-Ray v3.7.1-beta.3 Released
Date: 26 Feb 2017 07:42:47
Message: <58b2cd47@news.povray.org>
On 02/25/2017 07:20 AM, Billabong wrote:
> Thank you so much for pushing forward for a new release stepping of Povray.
>
> I am new in this forum. I have been using V3.7 for some years and now trying out
> the beta releases. I am re-rendering some of the old competition sources and
> found a source file that crashes at parsing in beta.3 and also beta.2, but runs
> fine on the v3.7. I have a pretty standard machine running Win10.
>
> I don't know whether you are interested to use such source for debugging and how
> I can contribute such source?
>
> BR Billabong
>
>

Yes, interested. If you can prune down to some minimal set of SDL 
causing the crash(1) - more interested :-). Pruned to a small number of 
lines you can post it inline here. Otherwise largish text files can be 
posted to the povray.text.scene-files group (or as an attachment to a 
new github issue - needs to have a .txt suffix added). If you can create 
zip files or tar files these can be posted as binaries to the 
povray.binaries.scene-files group or again to github as an attachment to 
an issue.

There is further detail on how to report bugs at the bottom of this wiki 
page:

http://wiki.povray.org/content/HowTo:Contents

Bill P.


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From: Billabong
Subject: Re: POV-Ray v3.7.1-beta.3 Released
Date: 27 Feb 2017 04:00:01
Message: <web.58b3e92f48a761e669fde9b50@news.povray.org>
Hi again,
the source is not too long, so I simply pasted it below.
BR Billabong

//================

#version 3.7;

global_settings {
  assumed_gamma 2.2
  max_trace_level 16
}


camera {
  location  <0,1,-2.8>
  up <0,1,0>
  right <1,0,0>
  look_at <0,1,10>
}

#declare Y = -0.2;
#while (Y<2.2)
    light_source {
        0*x
        color rgb 0.7
        translate <0, Y,0.7>
    }
    #declare Y = Y + 0.2;
#end

light_source {
    0*x
    color rgb 2
    translate <0, 0.7,1.7>
}
//--------

sky_sphere { pigment { rgb 1} }

#declare Random = seed(7);

#macro Ice_Texture(Random)
 texture  {
  pigment {
     color rgbf <0.5+rand(Random)/5,0.8+rand(Random)/5,1-rand(Random)/10,1>
  }
  finish {
   diffuse 0.9
   reflection 0.05
   brilliance 7
  }
 }
#end


#macro Fire_Texture(Random,Transparenz)
 texture {
  pigment {
     color rgbf
<1-rand(Random)/10,0.15+rand(Random)/10,rand(Random)/10,Transparenz>
  }
  normal { quilted scale 1-rand(Random)/4 }
  finish {
   diffuse 0.9
   ambient 0.5
   reflection 0.2
   brilliance 2
  }
 }
#end

#macro Triangle_SplitF(point1,point2,point3,Nesting,Transparenz)
  #if(Nesting<15)
   #if(vlength(point1-point2)>vlength(point2-point3))
    #if(vlength(point1-point2)>vlength(point1-point3))
     #local point4 = point1 + (0.4+rand(Random)*0.2)*(point2-point1);
     Triangle_SplitF(point1,point3,point4,Nesting+1,Transparenz)
     Triangle_SplitF(point2,point3,point4,Nesting+1,Transparenz)
    #else
     #local point4 = point1 + (0.4+rand(Random)*0.2)*(point3-point1);
     Triangle_SplitF(point1,point2,point4,Nesting+1,Transparenz)
     Triangle_SplitF(point2,point3,point4,Nesting+1,Transparenz)
    #end
   #else
    #if(vlength(point2-point3)>vlength(point1-point3))
     #local point4 = point2 + (0.4+rand(Random)*0.2)*(point3-point2);
     Triangle_SplitF(point1,point3,point4,Nesting+1,Transparenz)
     Triangle_SplitF(point2,point1,point4,Nesting+1,Transparenz)
    #else
     #local point4 = point1 + (0.4+rand(Random)*0.2)*(point3-point1);
     Triangle_SplitF(point1,point2,point4,Nesting+1,Transparenz)
     Triangle_SplitF(point2,point3,point4,Nesting+1,Transparenz)
    #end
   #end
 #else
  triangle{point1,point2,point3 Fire_Texture(Random,Transparenz)}
 #end
#end

Triangle_SplitF(<-10,-10,5>,<10,-10,5>,<10,10,5>,0,0)
Triangle_SplitF(<-10,-10,5>,<-10,10,5>,<10,10,5>,0,0)


#macro Tetraeder(point1,point2,point3,point4,Texture)
mesh {
 triangle{point1,point2,point3 texture{Texture}}
 triangle{point1,point2,point4 texture{Texture}}
 triangle{point1,point4,point3 texture{Texture}}
 triangle{point4,point2,point3 texture{Texture}}
}
#end


#macro Tetraeder_Split(point1,point2,point3,point4,Nesting)
  #if(Nesting<12)
   #local vl12 = vlength(point1-point2);
   #local vl13 = vlength(point1-point3);
   #local vl14 = vlength(point1-point4);
   #local vl23 = vlength(point2-point3);
   #local vl24 = vlength(point2-point4);
   #local vl34 = vlength(point3-point4);
   #if(vl12>=vl13 & vl12>=vl14 & vl12>=vl23 & vl12 >= vl24 & vl12 >= vl34)
    #local point1a = point1;
    #local point2a = point2;
    #local point3a = point3;
    #local point4a = point4;
   #else
    #if(vl13>=vl14 & vl13>=vl23 & vl13 >= vl24 & vl13 >= vl34)
     #local point1a = point1;
     #local point2a = point3;
     #local point3a = point2;
     #local point4a = point4;
    #else
     #if(vl14>=vl23 & vl14 >= vl24 & vl14 >= vl34)
      #local point1a = point1;
      #local point2a = point4;
      #local point3a = point2;
      #local point4a = point3;
     #else
      #if(vl23 >= vl24 & vl23 >= vl34)
       #local point1a = point2;
       #local point2a = point3;
       #local point3a = point1;
       #local point4a = point4;
      #else
       #if(vl24 >= vl34)
        #local point1a = point2;
        #local point2a = point4;
        #local point3a = point1;
        #local point4a = point3;
       #else
        #local point1a = point3;
        #local point2a = point4;
        #local point3a = point1;
        #local point4a = point2;
       #end
      #end
     #end
    #end
   #end

   #local point5a = point1a + (0.4+0.2*rand(Random))*(point2a-point1a);
   Tetraeder_Split(point1a,point4a,point3a,point5a,Nesting+1)
   Tetraeder_Split(point2a,point4a,point3a,point5a,Nesting+1)
 #else
  Tetraeder(point1,point2,point3,point4,Ice_Texture(rand(Random)))
 #end

#end

Tetraeder_Split(<-0.8,0,-0.8>,<0.8,0,-0.8>,<0,2.4,0>,<0,0,-0.7>,0)
Tetraeder_Split(<-0.8,0,0.8>,<0.8,0,0.8>,<0,2.4,0>,<0,0,0.7>,0)
Tetraeder_Split(<-0.8,0,-0.8>,<-0.8,0,0.8>,<0,2.4,0>,<-0.7,0,0>,0)
Tetraeder_Split(<0.8,0,-0.8>,<0.8,0,0.8>,<0,2.4,0>,<0.7,0,0>,0)

triangle {<-1.45,-0.8,0.8>,<1.45,-0.8,0.8>,<0,2.8,0.8> pigment {rgb 1} }













William F Pokorny <ano### [at] anonymousorg> wrote:
> On 02/25/2017 07:20 AM, Billabong wrote:
> > Thank you so much for pushing forward for a new release stepping of Povray.
> >
> > I am new in this forum. I have been using V3.7 for some years and now trying out
> > the beta releases. I am re-rendering some of the old competition sources and
> > found a source file that crashes at parsing in beta.3 and also beta.2, but runs
> > fine on the v3.7. I have a pretty standard machine running Win10.
> >
> > I don't know whether you are interested to use such source for debugging and how
> > I can contribute such source?
> >
> > BR Billabong
> >
> >
>
> Yes, interested. If you can prune down to some minimal set of SDL
> causing the crash(1) - more interested :-). Pruned to a small number of
> lines you can post it inline here. Otherwise largish text files can be
> posted to the povray.text.scene-files group (or as an attachment to a
> new github issue - needs to have a .txt suffix added). If you can create
> zip files or tar files these can be posted as binaries to the
> povray.binaries.scene-files group or again to github as an attachment to
> an issue.
>
> There is further detail on how to report bugs at the bottom of this wiki
> page:
>
> http://wiki.povray.org/content/HowTo:Contents
>
> Bill P.


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