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I've tried doing some renders of an SSLT object (in my buddha scene), and I'm
getting hangs all the time. If I run one thread the render just stops, if I run
two threads, one stops and then later the second thread stops at another point.
If I change the camera angle, I can sometime get a render to complete. It looks
kinda like the bad block the renderer gets stuck on it at the extreme edge of an
object if that helps at all.
The same thing happens with the 64 bit beta 36 and 37 on the Mac.
A sample of the applications stack when two threads have hung the renderer
includes the following:
2154 Thread_1032143
2154 thread_start
2154 _pthread_start
2154 thread_proxy
2154 pov::Task::TaskThread(boost::function0<void> const&)
2154 pov::TraceTask::Run()
2154 pov::TraceTask::SimpleSamplingM0()
2154 pov::TracePixel::operator()(double, double, double,
double, pov_base::Colour&)
2154 pov::Trace::TraceRay(pov::Ray&, pov_base::Colour&,
float, pov::Trace::TraceTicket&, bool)
2154 pov::Trace::ComputeTextureColour(pov::Intersection&,
pov_base::Colour&, pov::Ray&, float, bool, pov::Trace::TraceTicket&)
2154
pov::Trace::ComputeOneTextureColour(pov_base::Colour&, pov::Texture_Struct*,
std::vector<pov::Texture_Struct*, std::allocator<pov::Texture_Struct*> >&,
pov::Vector3d&, pov::Vector3d&, pov::Ray&, float, pov::Intersection&, bool,
bool, pov::Trace::TraceTicket&)
2154
pov::Trace::ComputeLightedTexture(pov_base::Colour&, pov::Texture_Struct*,
std::vector<pov::Texture_Struct*, std::allocator<pov::Texture_Struct*> >&,
pov::Vector3d&, pov::Vector3d&, pov::Ray&, float, pov::Intersection&,
pov::Trace::TraceTicket&)
2154
pov::Trace::ComputeSubsurfaceScattering(pov::Finish_Struct const*, pov::Vector3d
const&, pov::Ray&, pov::Vector3d const&, pov_base::RGBColour&, double,
pov::ObjectBase*, pov::Trace::TraceTicket&)
1210 log
889
pov::Trace::ComputeSingleScatteringContribution(pov::Intersection const&,
pov::Vector3d, pov::Vector3d, double, double, pov_base::RGBColour&, double,
pov::ObjectBase*, pov::Trace::TraceTicket&)
454
pov::Trace::ComputeSingleScatteringContribution(pov::Intersection const&,
pov::Vector3d, pov::Vector3d, double, double, pov_base::RGBColour&, double,
pov::ObjectBase*, pov::Trace::TraceTicket&)
435
pov::RandomDoubleSequence::Generator::operator()()
55 dyld_stub_log
2154 Thread_1032144
2154 thread_start
2154 _pthread_start
2154 thread_proxy
2154 pov::Task::TaskThread(boost::function0<void> const&)
2154 pov::TraceTask::Run()
2154 pov::TraceTask::SimpleSamplingM0()
2154 pov::TracePixel::operator()(double, double, double,
double, pov_base::Colour&)
2154 pov::Trace::TraceRay(pov::Ray&, pov_base::Colour&,
float, pov::Trace::TraceTicket&, bool)
2154 pov::Trace::ComputeTextureColour(pov::Intersection&,
pov_base::Colour&, pov::Ray&, float, bool, pov::Trace::TraceTicket&)
2154
pov::Trace::ComputeOneTextureColour(pov_base::Colour&, pov::Texture_Struct*,
std::vector<pov::Texture_Struct*, std::allocator<pov::Texture_Struct*> >&,
pov::Vector3d&, pov::Vector3d&, pov::Ray&, float, pov::Intersection&, bool,
bool, pov::Trace::TraceTicket&)
2154
pov::Trace::ComputeLightedTexture(pov_base::Colour&, pov::Texture_Struct*,
std::vector<pov::Texture_Struct*, std::allocator<pov::Texture_Struct*> >&,
pov::Vector3d&, pov::Vector3d&, pov::Ray&, float, pov::Intersection&,
pov::Trace::TraceTicket&)
2154
pov::Trace::ComputeSubsurfaceScattering(pov::Finish_Struct const*, pov::Vector3d
const&, pov::Ray&, pov::Vector3d const&, pov_base::RGBColour&, double,
pov::ObjectBase*, pov::Trace::TraceTicket&)
1223 log
894
pov::Trace::ComputeSingleScatteringContribution(pov::Intersection const&,
pov::Vector3d, pov::Vector3d, double, double, pov_base::RGBColour&, double,
pov::ObjectBase*, pov::Trace::TraceTicket&)
450
pov::Trace::ComputeSingleScatteringContribution(pov::Intersection const&,
pov::Vector3d, pov::Vector3d, double, double, pov_base::RGBColour&, double,
pov::ObjectBase*, pov::Trace::TraceTicket&)
444
pov::RandomDoubleSequence::Generator::operator()()
37 dyld_stub_log
which at least looks like it's busy doing something, and not deadlocked
somewhere...
Cheers,
Edouard.
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