POV-Ray : Newsgroups : povray.newusers : memory use Server Time
26 Nov 2024 17:25:32 EST (-0500)
  memory use (Message 1 to 3 of 3)  
From: Bill Hails
Subject: memory use
Date: 24 Mar 2004 03:29:35
Message: <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


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From: Felbrigg
Subject: Re: memory use
Date: 24 Mar 2004 04:52:16
Message: <40615a50@news.povray.org>
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


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From: Bill Hails
Subject: Re: memory use
Date: 24 Mar 2004 18:23:24
Message: <4062186b@news.povray.org>
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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