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|  |  | 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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|  |  | 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
-- 
POV-Ray tutorials, include files, Sim-POV,
HCR-Edit and more: http://www.tu-bs.de/~y0013390/
Last updated 23 Sep. 2004 _____./\/^>_*_<^\/\.______
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|  |  | 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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|  |  | fcu### [at] rice edu 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 Post a reply to this message
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