POV-Ray : Newsgroups : povray.programming : nested refracting options Server Time
28 Jul 2024 18:18:11 EDT (-0400)
  nested refracting options (Message 1 to 3 of 3)  
From: Dennis Miller
Subject: nested refracting options
Date: 11 Aug 1999 10:03:58
Message: <37B181DA.E6F9DC25@mediaone.net>
Is there any way to bump up the limit on nested refracting options? I
have 256 MB of physical RAM in an NT system, yet I get this message
often
(too many nested refracting objects.) In fact, by simply moving the
camera closer into a scene, a perfectly renderable file is no longer
renderable.
Best,
D.


--
dhm### [at] mediaonenet
http://www.casdn.neu.edu/~dmiller


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From: Nieminen Mika
Subject: Re: nested refracting options
Date: 11 Aug 1999 13:05:43
Message: <37b1ad67@news.povray.org>
Dennis Miller <" dhmiller"> wrote:
: Is there any way to bump up the limit on nested refracting options? I
: have 256 MB of physical RAM in an NT system, yet I get this message
: often
: (too many nested refracting objects.)

  I have never seen this message before. How exactly do you get it?

-- 
main(i,_){for(_?--i,main(i+2,"FhhQHFIJD|FQTITFN]zRFHhhTBFHhhTBFysdB"[i]
):5;i&&_>1;printf("%s",_-70?_&1?"[]":" ":(_=0,"\n")),_/=2);} /*- Warp -*/


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From: Ron Parker
Subject: Re: nested refracting options
Date: 11 Aug 1999 13:18:42
Message: <37b1b072@news.povray.org>
On 11 Aug 1999 13:05:43 -0400, Nieminen Mika wrote:
>Dennis Miller <" dhmiller"> wrote:
>: Is there any way to bump up the limit on nested refracting options? I
>: have 256 MB of physical RAM in an NT system, yet I get this message
>: often
>: (too many nested refracting objects.)
>
>  I have never seen this message before. How exactly do you get it?

By having a ray that is inside 100 or more objects at a time.  This would
be easy to achieve with lots of triangles, bicubic_patches, or other
patch objects that the ray never leaves.  To change the limit, you can 
change MAX_CONTAINING_OBJECTS in frame.h to a larger number and recompile,
but be aware that each containing object takes up a bit of memory.  A
better fix would be to not add independent (i.e. non-union) patch objects
to the container list, but that might get ugly.


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