POV-Ray : Newsgroups : povray.unofficial.patches : Seems that the tesselation patch died before even being born Server Time
1 Sep 2024 22:16:33 EDT (-0400)
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From: Jim Kress
Subject: Re: Seems that the tesselation patch died before even being born
Date: 17 Jan 2001 01:25:19
Message: <3a653acf$1@news.povray.org>
Did you try the tessellation method for which I sent you a link?  It even
included C++ source code and was free (GPL)

Jim


"Warp" <war### [at] tagpovrayorg> wrote in message
news:3a6479cc@news.povray.org...
>   I can't find the bug. No-one else can either (I have consulted with Ron,
> Nathan and Chris H).
>   There's a persistent bug (I wrote about it some time ago) and I just
can't
> find what's wrong with the code. I don't think that it's typing mistake
> or anything, but I have the feeling that some povray functions might work
> a bit differently than I expect and that's what's causing the problem.
> Finding the problem would require more knowledge about povray and/or a lot
> of testing.
>   The patch would be more or less ready if there wasn't that bug.
>
>   So I'm sorry. I can't make it.
>
> --
> char*i="b[7FK@`3NB6>B:b3O6>:B:b3O6><`3:;8:6f733:>::b?7B>:>^B>C73;S1";
> main(_,c,m){for(m=32;c=*i++-49;c&m?puts(""):m)for(_=(
> c/4)&7;putchar(m),_--?m:(_=(1<<(c&3))-1,(m^=3)&3););}    /*- Warp -*/


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From: Warp
Subject: Re: Seems that the tesselation patch died before even being born
Date: 17 Jan 2001 05:09:08
Message: <3a656f44@news.povray.org>
Chris Huff <chr### [at] maccom> wrote:
: I'd release it anyway...it isn't useless, and someone else may see 
: something. At least people would be able to work on object-specific 
: tesselation, patches that will depend on the tesselation patch, etc...

  Ok.
  I could release it right now, with the current syntax, that is, the
tesselate-block is a separate object, or I could see if it's easy to
put the tesselate-block inside the mesh-block and make the proper
modifications (that would really add flexibility to it).
  Which one do you people prefer?

  I doubt that anyone can use the patch for anything serious, though.
Although the bug happens rather rarely, it still happens too often. You
only need an object that is large enough, and you'll get holes here and
there...

-- 
char*i="b[7FK@`3NB6>B:b3O6>:B:b3O6><`3:;8:6f733:>::b?7B>:>^B>C73;S1";
main(_,c,m){for(m=32;c=*i++-49;c&m?puts(""):m)for(_=(
c/4)&7;putchar(m),_--?m:(_=(1<<(c&3))-1,(m^=3)&3););}    /*- Warp -*/


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From: Warp
Subject: Re: Seems that the tesselation patch died before even being born
Date: 17 Jan 2001 05:10:19
Message: <3a656f8a@news.povray.org>
Jim Kress <kre### [at] kressworkscom> wrote:
: Did you try the tessellation method for which I sent you a link?  It even
: included C++ source code and was free (GPL)

  Nope, sorry.
  I don't think that the problem is in the tesselation algorithm, but
somewhere else, that's why I haven't looked into other algorithms.

-- 
char*i="b[7FK@`3NB6>B:b3O6>:B:b3O6><`3:;8:6f733:>::b?7B>:>^B>C73;S1";
main(_,c,m){for(m=32;c=*i++-49;c&m?puts(""):m)for(_=(
c/4)&7;putchar(m),_--?m:(_=(1<<(c&3))-1,(m^=3)&3););}    /*- Warp -*/


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From: Jérôme Grimbert
Subject: Re: Seems that the tesselation patch died before even being born
Date: 17 Jan 2001 05:47:49
Message: <3A65785D.4A8DB79A@atosorigin.com>
Warp wrote:
> 
> Chris Huff <chr### [at] maccom> wrote:
> : I'd release it anyway...it isn't useless, and someone else may see
> : something. At least people would be able to work on object-specific
> : tesselation, patches that will depend on the tesselation patch, etc...
> 
>   Ok.
>   I could release it right now, with the current syntax, that is, the
> tesselate-block is a separate object, or I could see if it's easy to
> put the tesselate-block inside the mesh-block and make the proper
> modifications (that would really add flexibility to it).
>   Which one do you people prefer?
> 

<fool speaking>
Release it now, just like it is as a separate object,
so I can try to add it to my pov-source and try to find where is that bug...


>   I doubt that anyone can use the patch for anything serious, though.
> Although the bug happens rather rarely, it still happens too often. You
> only need an object that is large enough, and you'll get holes here and
> there...
> 

<More fool to come>
If you can also provide two sample scenes, one without any bug and
one in which the bug manifest itself (holding a big sign and asking
for recognition of bug's rights...)

<no more fool (?)>

Whatever your choice for the syntax, please release this patch...


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From: Gilles Tran
Subject: Re: Seems that the tesselation patch died before even being born
Date: 17 Jan 2001 08:16:09
Message: <3A659AEA.337DE774@inapg.inra.fr>
Warp wrote:

>   So I'm sorry. I can't make it.

I agree with what other people said. Release the patch. Even with the bug it
could still be useful enough for many things and I'm pretty sure that somebody
(or even yourself) will come along and find what happens. Tesselation, like
shaders or radiosity, opens too many significant fields for POV.
Just credit some big software corporation for the bug if you don't want to take
the blame ;-)


G.

--

**********************
http://www.oyonale.com
**********************
Graphic experiments
Pov-ray gallery


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From: Warp
Subject: Re: Seems that the tesselation patch died before even being born
Date: 17 Jan 2001 09:09:52
Message: <3a65a7b0@news.povray.org>
I'm just making the required additions to support the tesselate-block
inside meshes. It's a lot easier than I thought.

-- 
char*i="b[7FK@`3NB6>B:b3O6>:B:b3O6><`3:;8:6f733:>::b?7B>:>^B>C73;S1";
main(_,c,m){for(m=32;c=*i++-49;c&m?puts(""):m)for(_=(
c/4)&7;putchar(m),_--?m:(_=(1<<(c&3))-1,(m^=3)&3););}    /*- Warp -*/


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From: Warp
Subject: Re: Seems that the tesselation patch died before even being born
Date: 17 Jan 2001 09:21:14
Message: <3a65aa59@news.povray.org>
By the way, instead of _moving_ the tesselate block inside the mesh block,
I'm _adding_ it there.
  That is, the old method still works, ie. you can just create a tesselated
object alone like this:

tesselate { MyObject accuracy 20 smooth }

but you can also add tesselated objects into a mesh like this:

mesh
{ (optionally triangles and smooth triangles)
  tesselate { MyObject1 }
  tesselate { MyObject2 }
}

-- 
char*i="b[7FK@`3NB6>B:b3O6>:B:b3O6><`3:;8:6f733:>::b?7B>:>^B>C73;S1";
main(_,c,m){for(m=32;c=*i++-49;c&m?puts(""):m)for(_=(
c/4)&7;putchar(m),_--?m:(_=(1<<(c&3))-1,(m^=3)&3););}    /*- Warp -*/


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From: Chris Huff
Subject: Re: Seems that the tesselation patch died before even being born
Date: 17 Jan 2001 09:59:15
Message: <chrishuff-BA3690.10001817012001@news.povray.org>
In article <3a653acf$1@news.povray.org>, "Jim Kress" 
<kre### [at] kressworkscom> wrote:

> Did you try the tessellation method for which I sent you a link?  It even
> included C++ source code and was free (GPL)

His tesselation code seems to be working fine, it seems to be the adding 
of the triangles to the mesh which is the problem.
I'm beginning to think it would be worth it to write new mesh code for 
use in this kind of patch...a new object type that would be used 
internally and a group of functions for manipulating the data. Or find 
someone to explain the mesh code...

-- 
Christopher James Huff
Personal: chr### [at] maccom, http://homepage.mac.com/chrishuff/
TAG: chr### [at] tagpovrayorg, http://tag.povray.org/

<><


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From: Wlodzimierz ABX Skiba
Subject: Re: Seems that the tesselation patch died before even being born
Date: 17 Jan 2001 10:07:57
Message: <3a65b54d$1@news.povray.org>
Warp wrote in message <3a65aa59@news.povray.org>...
>  By the way, instead of _moving_ the tesselate block inside the mesh block,
>I'm _adding_ it there.


did you consider my proposition to put tesselation as part of object modifiers ?

ABX


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From: Nicolas Calimet
Subject: Re: Seems that the tesselation patch died before even being born
Date: 17 Jan 2001 10:52:44
Message: <3A65D143.6762CD60@free.fr>
> mesh
> { (optionally triangles and smooth triangles)
>   tesselate { MyObject1 }
>   tesselate { MyObject2 }
> }

	My question will sound weird, but...
	Can you tesselate a mesh object ?

	The use would be to change the number of triangles in the
initial mesh, for instance to get a 'preview' mesh that would have
10 times less triangles - a little faster to render, but much faster
to parse especially when creating the bounding box tree.
	For me it would be quite interesting. In my patch I'm using
a simple (and crude) vertex decimation method to quickly simplify
mesh objects (from binary files, so it's different from the normal
parsing) for previewing purpose. The resulting mesh looks like a
building of cubic blocks rather than a smooth thing. See some
examples on this page:

http://pov4grasp.free.fr/features/grasp_surface/preview.php3

	If your code works for mesh objects, and is really fast,
then I've two reasons more to support you for releasing your patch
pretty soon so that someone can fix the bug you mention (I'm not
this superguy I suspect) !


*** Nicolas Calimet
*** http://pov4grasp.free.fr


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