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From: Sven Littkowski
Subject: Question: Lower Memory Usage in Scenes?
Date: 22 Jan 2016 15:09:22
Message: <56a28c72@news.povray.org>
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Hi, some months ago, when I inquired about the usage of images in
POV-Ray, I got the answer that pointing to the file of each image only
one time and then just re-declaring saves a lot of memory. Before that
advise, I pointed to the file of each image several times. Each time of
reading the original file, POV-Ray assigns an amount of memory to it.
Indeed, my scene parses now much faster, and I am happy.
But now I am wondering, if the same applies to the usage of the shapes
in POV-Ray. I wonder, if I would declare an "original" box one time, and
then use more and more boxes just as re-declaration of the "original"
box would save lots of memory, or if it does make no difference (in
opposition to the images).
EXAMPLE
#declare OriginalBox = box // POV-Ray assigns memory to this box object
{
< 0.0, 0.0, 0.0 > < 1.0, 1.0, 1.0 >
}
object { OriginalBox scale < ... > translate < ... > texture { ... } }
// or
#declare Bungalow = OriginalBox
{
scale < ... >
translate < ... >
texture { ... }
}
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Am 22.01.2016 um 21:09 schrieb Sven Littkowski:
> Hi, some months ago, when I inquired about the usage of images in
> POV-Ray, I got the answer that pointing to the file of each image only
> one time and then just re-declaring saves a lot of memory. Before that
> advise, I pointed to the file of each image several times. Each time of
> reading the original file, POV-Ray assigns an amount of memory to it.
>
> Indeed, my scene parses now much faster, and I am happy.
>
> But now I am wondering, if the same applies to the usage of the shapes
> in POV-Ray. I wonder, if I would declare an "original" box one time, and
> then use more and more boxes just as re-declaration of the "original"
> box would save lots of memory, or if it does make no difference (in
> opposition to the images).
Currently it only applies to geometric primitives with "bulk" data, that
is meshes and blobs. All other shapes -- most notably including CSG
constructs -- are copied.
Also, even meshes and blobs only share the "bulk" data among the various
copies.
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Thanks. :-)
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