POV-Ray : Newsgroups : povray.general : Trying to save memory Server Time
1 Nov 2024 13:20:30 EDT (-0400)
  Trying to save memory (Message 1 to 4 of 4)  
From: Fernando G  del Cueto
Subject: Trying to save memory
Date: 30 Sep 2004 03:12:50
Message: <415bb1f2$1@news.povray.org>
I have a union of *many* copies of a heightmap.

Except the pigment, the texture (normals and finish) of each element is 
identical. It's a random color for each instance.

If I assign pigments individually and assing normal and finish to the 
union, will I save memory?

Thanks,

Fernando


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From: Christoph Hormann
Subject: Re: Trying to save memory
Date: 30 Sep 2004 03:20:06
Message: <cjgc03$2vm$1@chho.imagico.de>
Fernando G. del Cueto wrote:
> I have a union of *many* copies of a heightmap.

What is a heightmap?

> Except the pigment, the texture (normals and finish) of each element is 
> identical. It's a random color for each instance.
> 
> If I assign pigments individually and assing normal and finish to the 
> union, will I save memory?

No.

Christoph

-- 
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Last updated 23 Sep. 2004 _____./\/^>_*_<^\/\.______


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From: Fernando G  del Cueto
Subject: Re: Trying to save memory
Date: 30 Sep 2004 03:25:22
Message: <415bb4e2$1@news.povray.org>
Christoph Hormann wrote:
> Fernando G. del Cueto wrote:
> 
>> I have a union of *many* copies of a heightmap.
> 
> 
> What is a heightmap?

Sorry! It's late and I'm tired! I tried to say height_field.

> 
>> Except the pigment, the texture (normals and finish) of each element 
>> is identical. It's a random color for each instance.
>>
>> If I assign pigments individually and assing normal and finish to the 
>> union, will I save memory?
> 
> No.

So, it's the same to apply the whole texture individually or to the union?

Thanks,

Fernando


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From: Rafal 'Raf256' Maj
Subject: Re: Trying to save memory
Date: 7 Oct 2004 19:15:45
Message: <Xns957CCCB8D639raf256com@203.29.75.35>
fcu### [at] riceedu news:415bb1f2$1@news.povray.org

> I have a union of *many* copies of a heightmap.

Probably most memoy will be taken by height_field itself. You might want to 
convert it into mesh.

Btw, perhaps it is a good idea to add to POV-Ray support for referenced 
objects (not only meshes) so that 

#declare thingy = object { ........ }

even if object tooks 1 MB of memory, then

object { thingy }
object { thingy translate ... }
object { thingy translate ... }
object { thingy translate ... }

will took like 1.01 MB of memory, not 4 MB.


-- 
http://www.raf256.com/3d/
Rafal Maj 'Raf256', home page - http://www.raf256.com/me/
Computer Graphics


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