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Hi,
hopefully this is a simple question.
I'm not asking about specifics of rotation,
translation, texture etc. but in general about
object modifiers.
My question is:
In general does something like:
#local A = object {
Blah
rotate 20 * x
texture { ... }
}
#declare B = object {
A
translate 10 * z
}
consume more memory than the equivalent:
#declare B = object {
Blah
rotate 20 * x
texture { ... }
translate 10 * z
}
or does the one get flattened to the
other internally?
I'm asking because I have a gazillion
copies of this kind of thing and I'm
starting to run into swap.
--
Bill Hails
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I dont know the answer, but if you knock up a couple of scenes with multiple
instances of each case you should be able to compare the stats in the
messages window.
"Bill Hails" <bil### [at] europeyahoo-inccom> wrote in message
news:406146ef@news.povray.org...
> Hi,
> hopefully this is a simple question.
> I'm not asking about specifics of rotation,
> translation, texture etc. but in general about
> object modifiers.
>
> My question is:
> In general does something like:
>
> #local A = object {
> Blah
> rotate 20 * x
> texture { ... }
> }
> #declare B = object {
> A
> translate 10 * z
> }
>
> consume more memory than the equivalent:
>
> #declare B = object {
> Blah
> rotate 20 * x
> texture { ... }
> translate 10 * z
> }
>
> or does the one get flattened to the
> other internally?
>
> I'm asking because I have a gazillion
> copies of this kind of thing and I'm
> starting to run into swap.
>
> --
> Bill Hails
Post a reply to this message
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Felbrigg wrote:
> I dont know the answer, but if you knock up a couple of scenes with
> multiple instances of each case you should be able to compare the stats in
> the messages window.
>
>
Yes, of course, I think I was probably not phrasing the question
quite right, I guess in general my question is "how do I conserve
memory?"
I have a scene with numerous (Scene contains 55767 frame level
objects; 3 infinite.) mesh2 objects and I was lead to understand
that a mesh2 object would be re-used. In fact the scene has only
some 40-odd distinct mesh2 objects with multiple copies
but I see the memory usage rocketing as the scene is parsed, so Iwas
wondering what I was doing wrong. The mesh2 objects all have a
texture_list section, I'm not trying to texture them individually,just
translate them. I am using Point_At_Trans on them as well.
--
Bill Hails
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