POV-Ray

The Persistence of Vision Raytracer (POV-Ray).

This is the legacy Bug Tracking System for the POV-Ray project. Bugs listed here are being migrated to our github issue tracker. Please refer to that for new reports or updates to existing ones on this system.

Attached to Project: POV-Ray
Opened by Steve B - 2012-09-30
Last edited by Christoph Lipka - 2016-03-05

FS#255 - Mesh_camera type 0 should compute per vertex or per face index

The documentation states mesh_camera 0 should produce 1 pixel per index but it currently seems to produce 1 lighting pixel per face.

This output seems fairly meaningless as using this data for vertex colours (presumably the intention for mesh_camera 0) would result in a flat shaded model.

Logically it would make more sense to output 1 pixel per vertex instead of 1 pixel per face. Another solution might 1 pixel per face index (as per documentation) although POV would need to record which indices had already been computed otherwise it could end up duplicating computation.

At the moment I’ve written a code workaround for my exporter which produces a special mesh but this is obviously a much more complex solution to a fairly simple problem.

Closed by  Christoph Lipka
Saturday, 05 March 2016, 13:44 GMT
Reason for closing:  Not a bug
Admin
Christoph Lipka commented on Saturday, 05 March 2016, 13:44 GMT

The intention of mesh cameras 0 to 2 is simply to provide user-defined camera geometries.
The documentation correctly states that in these modes, a 1:1 mapping of pixels to faces, not vertices, is used. The faces' centroids define the ray origins, while the faces ("flat") orientations define the ray directions.

To generate texture maps, use mode 3.

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