POV-Ray : Newsgroups : povray.programming : I am so excited!!! Server Time
21 Jul 2024 08:19:46 EDT (-0400)
  I am so excited!!! (Message 1 to 4 of 4)  
From: Slime
Subject: I am so excited!!!
Date: 5 Oct 2002 21:11:42
Message: <3d9f8dce$1@news.povray.org>
I just found and fixed a bug! Weeha!

I noticed that if you #declare a texture with a normal, and that normal has
its accuracy defined, the accuracy doesn't actually change anything. (That
is, you could change accuracy to 1000 via "accuracy 1000" and there would be
no difference in the normal when applied to an object.)

So I downloaded the POV source and, from my somewhat limited experience with
C++, managed to track down the problem to the Copy_Tnormal function in
normal.cpp. Adding the line

New->Delta = Old->Delta;

after line 634 of normal.cpp fixes the problem. Looks like accuracies just
weren't being copied correctly. (Or at all.)

So there's my first bug fix! That made my day. This bug has been plaguing me
for months.

(Ironically, I posted this bug near the end of the beta testing phase but no
one replied to the post. *shrug*)

Oh, btw, is this the right group for this? Sorry if it isn't.

 - Slime
[ http://www.slimeland.com/ ]


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From: Nathan Kopp
Subject: Re: I am so excited!!!
Date: 6 Oct 2002 00:18:39
Message: <3d9fb99f@news.povray.org>
Good job finding the fix!

I assume you compiled a custom version of POV to test this.  Now that you've
had a bit of experience modifying POV, I encourage you to continue playing
with some of the other internal workings of POV and learn some more C++ and
C along the way.  :-)

-Nathan

"Slime" <slm### [at] slimelandcom> wrote
> I just found and fixed a bug! Weeha!


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From: Slime
Subject: Re: I am so excited!!!
Date: 6 Oct 2002 01:07:48
Message: <3d9fc524$1@news.povray.org>
> I assume you compiled a custom version of POV to test this.  Now that
you've
> had a bit of experience modifying POV, I encourage you to continue playing
> with some of the other internal workings of POV and learn some more C++
and
> C along the way.  :-)

Yup, I know enough C++ to get along alright; I programmed the SpaceFight AI
in it and I'm taking a Data Structures and Algorithms class this semester.
I'm basically doing this now because I want to attempt to work around the
mesh lighting bugs (sharp shadows along triangles and the bug that
double_illuminate works around). First, though, I'm going to attempt to
create 4D noise for the sake of animation.

 - Slime
[ http://www.slimeland.com/ ]


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From: George Pantazopoulos
Subject: Re: I am so excited!!!
Date: 6 Oct 2002 08:47:09
Message: <3da030cd@news.povray.org>
Nice work Slimey, keep it up :)

George Pantazopoulos


"Slime" <slm### [at] slimelandcom> wrote in message
news:3d9f8dce$1@news.povray.org...
> I just found and fixed a bug! Weeha!
>
> I noticed that if you #declare a texture with a normal, and that normal
has
> its accuracy defined, the accuracy doesn't actually change anything. (That
> is, you could change accuracy to 1000 via "accuracy 1000" and there would
be
> no difference in the normal when applied to an object.)
>
> So I downloaded the POV source and, from my somewhat limited experience
with
> C++, managed to track down the problem to the Copy_Tnormal function in
> normal.cpp. Adding the line
>
> New->Delta = Old->Delta;
>
> after line 634 of normal.cpp fixes the problem. Looks like accuracies just
> weren't being copied correctly. (Or at all.)
>
> So there's my first bug fix! That made my day. This bug has been plaguing
me
> for months.
>
> (Ironically, I posted this bug near the end of the beta testing phase but
no
> one replied to the post. *shrug*)
>
> Oh, btw, is this the right group for this? Sorry if it isn't.
>
>  - Slime
> [ http://www.slimeland.com/ ]
>
>


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