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.

IDCategoryTask TypeReported InPrioritySeveritySummaryStatusProgressDue In Version  asc
 189 Parser/SDLPossible Bug3.70 RC1Very LowLow segmentation fault Closed
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Task Description

I got a 29023 Segmentation fault ... but it was NOT repeatable. I reran the render job repeatedly and it displayed appropriate error message. I had renamed a texture identifier but missed an occurrence inside texture_map.

FYI: I did a build off the depot last evening.(21:13)

 190 PhotonsFeature Request3.70 RC1Very LowLow photon message reporting Closed
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Task Description

couple of observations:

if no photons are gathered (hey it happens ... my typo) when attempting to save a photon map the warning message just indicates that it couldn’t save the map, maybe the message could be enhanced to say something like: No photons were gathered so no map information was saved. At first I thought something had changed in my I/O restrictions (I’m writing to an image directory not current or work directory)

when reading a previously saved photon map there is no indication that it was read in other than the end stats showing a small amount of photon time. I don’t recall but didn’t v3.6 indicate that the a previously saved map was being used? Just for the heck of it I moved the map file aside and it did prove to me that it was indeed being input. Some sort of message at the time the file is read in might be helpful.

202Geometric PrimitivesDefinite Bug3.70 RC3Very LowLowNumerical oddities in Julia_FractalTracked on GitHub
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Task Description

I understand that some things have changed in the way certain computations in POV-Ray decide when something is “good enough” and I think this is biting me in Julia_Fractal (where, of course, the highest-resolution computations are needed).

The bug has been posted here:

http://news.povray.org/povray.bugreports/thread/%3Cweb.4dbf2e26b56a53c15b4449250%40news.povray.org%3E/

Including a short .pov file and instructions that reproduce it.

(It pops up in other configurations and view angles as well, but this one captures in in a way that makes it clear it’s a bug: the distance of the camera from the origin appears to change the shape of the rendered object).

This appeared first on a Windows Server 2003 machine, it is apparently confirmable on at least one other system as per that thread.

205DocumentationUnimp. Feature/TODO3.70 RC3Very LowLowSyntax documentation uses inconsistent notationTracked on GitHub
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Task Description

The syntax notation used in the main documentation is different than that used in the quick-reference section. This should be changed for consistency, using the superior quick-reference notation throughout.

 211 Image formatFeature Request3.70 RC3Very LowLow Fill blank space with pixels on quit rendering Closed
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Task Description

It would be nice when quitting a render if the remaining space were filled with empty pixels. That way the partial render will still be viewable in all image apps.

 212 User interfaceFeature Request3.70 RC3Very LowLow Next beta: new desktop icon Closed
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Task Description

For the next beta version, could you please create a new desktop icon? I keep clicking on the wrong version.

 223 Geometric PrimitivesDefinite Bug3.70 RC3Very LowLow Artifacts in thin torus Closed
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Task Description

Thin tori exhibit artifacts in 3.7.0 RC3 when the camera is placed inside the torus close to its “center plane”, as can be demonstrated with the following scene:

camera {
  location  <0.0, 0.0, -0.5>
  direction 1.5*z
  right     x*image_width/image_height
  look_at   <0.0, 0.0,  0.0>
  angle 1
}

light_source { <-30, 30, -30> color rgb 1 }

torus {
  1, 0.001
  texture { pigment { color red 1 } }
}
226Geometric PrimitivesPossible Bug3.70 RC3Very LowLowNear-coincident surface accuracyTracked on GitHub
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Task Description

This is a transparent box very close to a plane.

box {
    -1, 1
    pigment { rgbf <0, 0, 1, 1> }
}

plane {
    #if (version < 3.7)
        y, -1.0000007
    #else
        y, -1.00007
    #end
    pigment { rgb 1 }
    finish { ambient 1 }
}

camera {
    location <1, 2, 3>
    look_at 0
}

The box is placed 100 times closer to the plane for 3.6, but both 3.6 and 3.7 produce exactly the same black artifact (attached).

So apparently 3.7 is less accurate. (And the exact factor 100 feels suspicious.)

229Image formatFeature Request3.70 RC3Very LowLowClock value into EXIF data for PNGTracked on GitHub
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Task Description

The best time for a picture....

I set the day time and so the position of the sun by “clock=”

Normal I document my source very good, but this time,
I forgot the clock seting for the picture of my book cover.

So I would find it very practicall to put the clock value
and other setings for rendering
into EXIF data of the picture.

230User interfaceFeature Request3.70 RC3Very LowLowImproved handling of animationsTracked on GitHub
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Task Description

October to middle November, I prodduced a 5 minutes video mainly py POVRAY.

Here a part of the video.ini file

#

# szenes based on games.pov
#

#game-pat
#Initial_Frame=450 - time scale 1000 - 30 seconds
#Final_Frame=899
#Initial_Clock=-12500
#Final_Clock=17500

#game-lost - time scale 1000 - 22 seconds
#Initial_Frame=0
#Final_Frame=659
#Initial_Clock=2000
#Final_Clock=24000

#game-lost - time scale 3000 - 12 seconds - fast through the night
#Initial_Frame=0
#Final_Frame=359
#Initial_Clock=24000
#Final_Clock=60000

#book-cover
#clock=64000

#game-sunrise - time scale 1000 - 35 seconds
#Initial_Frame=0
#Final_Frame=1049
#Initial_Clock=60000
#Final_Clock=95000

Now imagine all the problems:

One computer crashes often because of thermal problems.
Last picture rendere 487.

Now calculate the setings, that this computer continues the task at 487

Or 2 computers should render a scene.

Sounds very easy. Something like computer 1 makes 0..499 computer 2 makes 500..999.

But the computers are different in speed and the pictures are
very different in computation time.

So it would be best

computer 1: 0 to 999
computer 2: 999 to 0

They would meet in the middle, where ever this middle is.

So it would be much easier with

#game-sunrise - time scale 1000 - 35 seconds
Initial_Frame=0
Final_Frame=1049
Initial_Clock=60000
Final_Clock=95000
Initial_Task=487
Final_Task=1049

So I have not to calculate the exact clock seting,
when a computer sould continue a task after crashing at picture 487

#game-sunrise - time scale 1000 - 35 seconds
Initial_Frame=0
Final_Frame=1049
Initial_Clock=60000
Final_Clock=95000
Initial_Task=1049
Final_Task=0

This would be the reverse calcualtion order.
Starting with picture 1049 and going down 1048..1047

 231 Image formatFeature Request3.70 RC3Very LowLow Number of digits in file name at an animation Closed
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Task Description

There is a long animation to render.

computer 1 should render 0..799
computer 2 should render 800..1599

And after this, You have a bad surprise with the filenames.

animation799.png
animation0800.png

There should be a seting how many digits a file name in an animation should have.

This avoids, that there are series of pictures with 3 and other with 4 digit filenames.

BTW: All the experiences for this feature requests had been made during producing
http://roland.pege.org/2011-gusi-peace-prize/calculation-error.htm

240Geometric PrimitivesFeature Request3.70 RC3Very LowLowObject for efficient automatic periodic pavementTracked on GitHub
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Task Description

Whenever some object is to be periodically repeated in some kind of grid, you can achieve this with macros, but it
a) wastes a lot of resources

 even if object references are implemented in the future, wrapper with its own transformation matrix still takes space and bookkeeping

b) is not infinite

 annoying when making infinite planar tiling with arbitrary objects
 like an approximate water surface or tiling with real bricks
 or anything that needs to extend to horizon

c) is not optimized for periodicity

I think it can be very efficiently implemented as an object that takes a finite object argument (like CSG functions) and can be periodic in either 1D,2D or (possibly dangeorous?) 3D with specified period. In each dimension, the number of repetitions can be any integer or even infinity (or max_int). Something like
periodicity <2,2,Infinity> 2 copies in 1 direction, 2 in the other, infinite in the third
grid_separation <1,2,2>
1 unit size in first direction, 2 unit sizes in the other two

All the code needs to do is raytrace in the current unit cell and if the ray passes uninterrupted, pass it through the neighbouring unit cell (which means trace a translated ray through the same object). The object itself would just feel an additional clipping box, everything else would work seamlessly.

In case of infinite column of transparent object, max_trace stops the infinite loop anyway.

This is just a suggestion, I realize this is more of a long-term change but it is quite easy to implement and would simplify a large number of projects.

246OtherPossible Bug3.70 RC6Very LowLowRegression on scale limit between 3.7 and previous rele...Tracked on GitHub
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Task Description

From Thomas de Groot

Using the following code for a (sky) sphere in a scene, with light source well outside the sphere;
works correctly until the above scale value. Use a value of >=100*10e4 and the sphere becomes black.

#version 3.7;
global_settings{ assumed_gamma 1.0 }

#declare T_sky =
texture {
  pigment {
    gradient y
    pigment_map {
      [0.0 srgb <1.0,0.7,0.6>*1 transmit 0.5]
      [1.0 srgb <0.8,0.1,0.0>*1 transmit 0.5]
    }
  }
  finish {
    emission 0.9
    diffuse 0.0
  }
}

#declare T_cosmos =
texture {
  pigment {
    color rgbt <0,0,0,1>
  }
  finish {
    ambient 0.0
    diffuse 0.0
  }
}

sphere {
  <0,0,0>,1
  texture {T_sky}
  interior_texture {T_cosmos}
  no_shadow
  no_reflection
  inverse
  scale 99.9*10e4
}

Working with windows version of POV-Ray and Win7 x64

Is this normal for version 3.7 RC5? I seem to remember that with lower
versions of POV-Ray on could go at least to 10e6. Especially with the
Ringworld scenes back in 2010 the scales used where much larger without
any black out.

I can indeed confirm that the Ringworld scene does not render correctly anymore, with identical black out.

 250 OtherPossible Bug3.70 RC6Very LowLow ini shell-outs always fail Closed
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Task Description

I’ve got an ini file that looks like this:

Post_Frame_Return=U
Post_Frame_Command=notepad.exe

And when I render a scene using that ini file, it renders correctly but then
gives me this error:

Render halted because the post-frame shell-out (’notepad.exe’) requested POV-Ray
to generate a user abort.
Render failed

.....and it doesn’t open notepad.

I’ve unchecked the “Disable Starting Other Programs” and I’ve tried various
variations on what exe to run and whether to do it Pre/Post Frame/Scene, and
nothing has worked.

252PhotonsDefinite Bug3.70 RC6Very LowLowphotons and light_group is brokenTracked on GitHub
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Task Description

photons are not working when used with a light_group. verified in NG posting in p.general a simple scene file is attached.

 253 BackendPossible Bug3.70 RC6Very LowLow Segmentation fault Closed
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Task Description

I’ve had a series of what appear to be a hang up’s. They passed parse, reported some stats and issued the Rendering... message and opened the preview window, but never progressed. They continued to accumulate cpu time until I eventually had to kill -9, softer didn’t work.

I’ve been dismissing them up until now wanted to speak up because I finally got this crash:

29623 Segmentation fault

Here’s some observed behaviors:

In my scene I have a Round_Box_Union with /just/ a pigment that rendered fine, but when I added a wood texture from the distribution includes, it hung up after I tried to transform the texture in any way. Tried other distribution textures ... same thing.

I spent time going through different scenarios looking for a common cause (thinking I’m doing something wrong). Eventually I arrived at the point that I killed a hung render, and restarted the same render with no changes. Sometimes it would render, sometimes not ... I finally got the above mentioned Round_Box_Union to behave with a simple reflective texture, and the rounding parameter had to be above 0.1 ... I settled at 0.125. OK by now you’re thinking WTF right?

No more problems until I accidentally (typo) put an additional light_source at the same location as another light_source. It also hung sometimes, and rendered fine sometimes after a kill ... no SDL changes.

Now I can’t tell you exactly what I was doing when the seg fault happened, but I /do/ know I just restarted the render with no changes. I’m starting to think there’s some kind of instability happening here. I realize that I’m probably the only team member spending any real time with the application, so none of you probably haven’t noticed anything suspicious.

Any comments ... ideas ... suggestions?

256Texture/Material/FinishFeature Request3.70 RC6Very LowLowCSG texturing modesTracked on GitHub
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Task Description

At times, the current method of specifying texture for
CSG components and compounds is restricting. The issue
pops up now and then, see e.g.

http://news.povray.org/povray.pov4.discussion.general/thread/%3Cweb.4799def8e1857b77c150d4c10%40news.povray.org%3E/

http://news.povray.org/povray.general/thread/%3Cweb.4fc892634f065c00e32b83540@news.povray.org%3E/

http://news.povray.org/povray.general/thread/%3Cweb.5073e9f7dae1fbb2d97ee2b90%40news.povray.org%3E/

There should be a new CSG option “texture_mode” or similar, which could take
one of the following values:

preserve (the current behavior)
cutaway (the current behavior when specifying cutaway_textures)
override (replace all individual textures with compound texture)
layer (layer the compound texture over the existing textures)

and possibly, more involved

modify/merge: if both element and compund textures are simple, i.e.
not layered or mapped, override all default values of the element
textures with the values from the compound texture. The idea would
be to, e.g., have the elements already pigmented but then apply
common normal or finish properties.

 259 Parser/SDLDefinite Bug3.70 RC6Very LowLow Stack Overflow with the write-directive with missing cl ...Closed
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Task Description

As I posted yesterday to the POV bugreports, I observed a bug with the #write directive, having forgotten the closing bracket. I looked a little bit closer and found different behaviours of POV with different array sizes.

With ArrayDim=100 (please look at the attached SDL-code, which is reduced as much as possible and produces only the bug and no scene) one get the Parse Error: “Expected ‘string’, End of File found instead” and the last line is highlighted. With ArrayDim=1024 you get an Stack Overflow and POV crashes.

I observed this at two different core i7 windows machines. On one of them (16 GB RAM, if this is of importance) the threshold between both behaviours was between 300 and 400. Hope this helps.

Best regards,
Michael

 260 Configure/BuildCompatibility Issue3.70 RC6Very LowLow Patch to let POV-Ray builds with boost >=1.50 Closed
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Task Description

Originally resolved in https://bugs.gentoo.org/show_bug.cgi?id=425450.
Attached is a patch with Gentoo-specific code removed.

There are two parts in this issue:

  • The newer boost library requires downstream users to explicitly link to the boost system library (-lboost_system).
  • The newer boost library replaced TIME_UTC with TIME_UTC_, because glibc added TIME_UTC.
263Parser/SDLFeature Request3.70 RC6Very LowLowFunctions and patterns for finish variationsTracked on GitHub
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Task Description

the pigment {} and normals {} sections allow spatial variation of color, transparency and normal map. On the other hand, the specular parameter is a fixed scalar. This removes many possibilities. For instance, specularity could vary in space (speckles of oil or water on a surface, worn-out finish, having specularity reduce where the pigment transparency increases) and have color components. With current settings, the light’s color is simply multiplied by the scalar specified by “specular”, whereas multiplying each component with different color could create diverse effects (the “metallic” keyword already acts similar to duplicating the specular color from the pigment). The syntax could be exactly the same as for the pigment (all the patterns, color maps, image maps and functions would apply, allowing reuse of most of the code).

The effect can now be partially faked by having patterned textures, but it requires a very complex code and the lack of layering of patterned textures makes it difficult to vary the specularity and pigment separately.

In a similar way, roughness and brilliance could also vary in space.

Doing the same for varying reflectivity would be more difficult, as it has angular dependence and possibilty of Fresnel calculation, but it could at least be a full color instead of a simple scalar multiplier. For instance, having a blue surface that reflects only red component of the light should not be impossible.

I think at least part of this functionality actually makes the scene description language more uniform and self-consistent.

264PhotonsUnimp. Feature/TODO3.70 RC6DeferLowImprove precision of photon direction informationTracked on GitHub
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Task Description

In the photons map, the direction of each photon is stored as separate latitude & longitude angles (encoded in one byte each), causing the longitudinal direction component’s precision to be unnecessarily high for directions close to the “poles” (Y axis); in addition, encoded value -128 is never used. For better overall precision as well as precision homogenity, the following scheme could be used instead:

  • Encode the latitude (-pi/2 to +pi/2) into LatCount=226 distinct values (= 256*sqrt(pi)/2) rounded to the next even number) from 0 to LatCount-1 using
latCode = (int)((LatCount-1) * (lat/M_PI + 0.5) + 0.5)
  • For each latitude code, define a specific number of encodable longitude values, LngCount[latCode] = approx. cos(lat)*pi*65536/(2*LatCount); this can be a pre-computed table, and may need slight tweaking for optimum use of the code space. Encode the longitude (-pi to +pi) into a value from 0 to (LngCount[lat]-1) using
LC = LngCount[latCode];
lngCode = (int)(LC * (lng/(2*M_PI) + 0.5) + 0.5) % LC;
  • Besides LngCount[latCode], also store the sum of LngCount[i] with i < latCode as LatBase[latCode]; encode the direction as
dirCode = LatBase[latCode] + lngCode;
  • For decoding, a simple lookup from a precomputed list of directions could be used (2^15 entries, i.e. one hemisphere, will suffice). To conserve space, direction vectors could be scaled by (2^N-1) and stored as (N+1)-bit signed integer triples rather than floating point values; due to the limited precision of the lat/long information, 8 bits per coordinate might be enough, giving a table size of 96k. A full double-precision table would require 786k instead.
 265 OtherPossible Bug3.70 RC6Very LowLow Warnings from clang that might need consideration Closed
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Task Description

Compiling the sources with clang instead of g++ (on ubuntu 12.10 with boost 1.50)

./configure COMPILED_BY=”your name here <also@email>” LIBS=-lboost_system –disable-io-restrictions CC=clang CXX=clang

there is a few warnings that catch the eyes (and other as well that I dismiss so far, such as cases not covered in switch and empty body in if, or extraneous parentheses in tests):

support/randomsequences.cpp:553:15: warning: field is uninitialized when used here [-Wuninitialized]
                        startIndex(startIndex)
                                   ^
support/randomsequences.cpp:553:15: warning: field is uninitialized when used here [-Wuninitialized]
support/randomsequences.cpp:974:40: note: in instantiation of member function 'pov::PrecomputedNumberGenerator<int>::PrecomputedNumberGenerator' requested here
        SeedableIntGeneratorPtr generator(new PrecomputedIntGenerator(factory, count));
                                              ^
support/randomsequences.cpp:553:15: warning: field is uninitialized when used here [-Wuninitialized]
                        startIndex(startIndex)
                                   ^
support/randomsequences.cpp:984:43: note: in instantiation of member function 'pov::PrecomputedNumberGenerator<double>::PrecomputedNumberGenerator' requested here
        SeedableDoubleGeneratorPtr generator(new PrecomputedDoubleGenerator(factory, count));
                                                 ^
support/randomsequences.cpp:553:15: warning: field is uninitialized when used here [-Wuninitialized]
                        startIndex(startIndex)
                                   ^
support/randomsequences.cpp:1011:43: note: in instantiation of member function 'pov::PrecomputedNumberGenerator<pov::Vector3d>::PrecomputedNumberGenerator' requested here
                return SequentialVectorGeneratorPtr(new PrecomputedVectorGenerator(factory, count));
                                                        ^
support/randomsequences.cpp:553:15: warning: field is uninitialized when used here [-Wuninitialized]
                        startIndex(startIndex)
                                   ^
support/randomsequences.cpp:1056:45: note: in instantiation of member function 'pov::PrecomputedNumberGenerator<pov::Vector2d>::PrecomputedNumberGenerator' requested here
                return SequentialVector2dGeneratorPtr(new PrecomputedVector2dGenerator(factory, count));

Self referencing member in creator does not seems to be great for a reproducible pseudorandom generator (some compiler/architecture might force to 0, other might not... seems bad karma).

                           
             povmscpp.cpp:1875:4: warning: delete called on 'POVMS_MessageReceiver::HandlerOO' that is abstract but has non-virtual destructor [-Wdelete-non-virtual-dtor]
                        delete nodeptr->handleroo;
                        ^
povmscpp.cpp:1877:4: warning: delete called on 'POVMS_MessageReceiver::Handler' that is abstract but has non-virtual destructor [-Wdelete-non-virtual-dtor]
                        delete nodeptr->handler;
                        ^

Maybe just a missing keyword (virtual) in the header file ? Or is it harder ?


shelloutprocessing.cpp:260:28: warning: expression result unused [-Wunused-value]
        for (s = str.c_str(); *s; *s++)
                                  ^~~~

Why “*s++” ? why not just “s++” ?

renderfrontend.cpp:1165:57: warning: trigraph ignored [-Wtrigraphs]
                                        default:                                    t = "(???)";                            break;
 

I guess it’s not an intended trigraph. Might nevertheless perturb some compiler/result.

 268 Parser/SDLDefinite Bug3.70 RC6Very LowLow "naked" pigment statement does not properly override pr ...Closed
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Task Description

A pigment statement not wrapped in a texture statement does not properly override a pigment previously defined for the object. In the following SDL code:

  #declare PLANE = plane { y,0
    texture {
      pigment { checker color rgb 1 color rgb 0 scale 0.1 }
  } }
  object { PLANE
    pigment { checker color red 1 color blue 1 scale 1.0 }
  }

the scaling of the pigment previously specified for the PLANE object is retained for the new pigment. Compare:

  #declare PLANE = plane { y,0
    texture {
      pigment { checker color rgb 1 color rgb 0 scale 0.1 }
  } }
  object { PLANE
    texture {
      pigment { checker color red 1 color blue 1 scale 1.0 }
  } }

which behaves as expected.

The issue has been around at least since POV-Ray 3.6.2.

269Texture/Material/FinishPossible Bug3.70 RC6Very LowLowTransparent Objects inside Media Cause ArtefactsTracked on GitHub
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Task Description

When placing a transparent object inside another object which contains media, artefacts may occur (see attached file). They look similar to specular highlights or are just strange white spots in the image.

I discovered artefacts of that kind first in the image of which MediaArtefactDetail.png is a cropped part. The code I managed to reproduce such artefacts with contained a “starfield” sphere

sphere {
  <0,0,0>, 1
  
  pigment { rgbt 1 }
  
  interior {
    media {
      emission rgb 1/10
      density {
        crackle form <1,0,0>
        density_map {
          [0.0 rgb 1]
          [0.05 rgb 0]
        }
        scale 0.002
      }
    }
  }
  
  scale 1000
  
  hollow on
}

and a transparent sphere

sphere {
  <0,0,0>, 1
  
  pigment { rgbt 1 }
  
  scale 2
  
  hollow on
}

which is, obviously, completely inside the other sphere. So is the camera.

Since the sphere has a pigment { rgbt 1 }, it should be completely invisible, which is correctly rendered as long as the scaling factor is 1 and hollow off (MediaArtefact1.png). Changing hollow to on does not yet produce the artefact, but the right half of the output image seems to be shifted by one pixel (MediaArtefact2.png). Changing the scaling factor to 2 (as it is in the above code) produces the artefact (MediaArtefact3.png). Changing the camera location (MediaArtefact4.png) does not change anything, the artefact just “moves with the sphere”. Changing the sphere size again, however, seems to stir up the “stars” in the “starfield” sphere while not removing the artefacts (MediaArtefact5.png). Changing hollow to off again does neither (MediaArtefact6.png).

The artefacts are definitely no specular highlights. There is not even a light source in the scene that could produce any. I used POV-Ray 3.7 RC6 to render the images, but the artefact shown in MediaArtefactDetail.png already occured in POV-Ray 3.6 which I used to render that image.

 279 Light sourcePossible Bug3.70 RC7Very LowLow area_illumination causes artifacts when used with radio ...Closed
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Task Description

see my post titled: “area light and radiosity problem?” in povray.binary.images [Edit - copied that post’s text here - clipka]

wondering about what’s going on here with this series of images. the radiosity and area light settings are unchanged from image to image, and all I did was radiosity on/off and area_light on/off (btw: using rad_def “Normal” settings)

the 1st image is radiosity only, the 2nd is area light only, and the 3rd combines them:

what’s up with blotches? change #5819/5820 (octree) or maybe something still with area lights?

 284 DocumentationDefinite Bug3.70 RC7Very LowLow Add to documentation of "background" command a referenc ...Closed
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Task Description

Currently neither of these pages:

  http://www.povray.org/documentation/view/3.7.0/253/
  http://www.povray.org/documentation/view/3.7.0/90/

mention that the background can be transparent. Any normal user will try to give “background { ... }” a transparent color, see that it doesn’t work, and assume that POV-ray can’t do it.

The pages should mention the +UA command-line option, which enables the transparency.

286Texture/Material/FinishPossible Bug3.70 RC7Very LowLowreflection exponent other than 1 causes black artifacts...Tracked on GitHub
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Task Description

[EDIT: Original title was “radiosity causing black patches when using emission less than 0”]

see attached image for reference.

mountain on left has emission set to -.13 and black patches show up, when emmission set to 0 or greater no patches

changing max_trace or any radiosity settings has no effect

setting no_radiosity on mountain fixed problem as a temp fix

code sample ...

#version 3.7;

#default { finish { ambient 0 } }
#declare rad_lvl = 4;

global_settings {
  assumed_gamma 1
  max_trace_level max(5,rad_lvl*3)
  adc_bailout .007
  ambient_light 0
  radiosity {
   pretrace_start 64/max(image_width,image_height)
   #if(rad_lvl)
    pretrace_end max(2,int(8/rad_lvl))/max(image_width,image_height)
   #else
    pretrace_end 32/max(image_width,image_height)
   #end
   count pow(rad_lvl+1,2)*10
   nearest_count 1
   #if(rad_lvl) error_bound 1/rad_lvl #end
   low_error_factor max(.4,(8-rad_lvl)/10)
   recursion_limit 1
   gray_threshold .25
   brightness 1
   max_sample 1
   normal on
   media off
   always_sample off
   minimum_reuse min(.008,8/max(image_width,image_height))
   maximum_reuse .1
   adc_bailout .02
  }
}

#declare sunC = rgb <1, 1, .9925>; // actual D65 standard illuminant
#declare SkyC = rgb <.3195, .5745, .8805>;
#macro GammaAdj(C,G) rgb <pow(C.red,G),pow(C.green,G),pow(C.blue,G)> #end

light_source {
  50000*y
  sunC*1.06
  area_light <-300, 0, -300>, <300, 100, 300>, 3, 3
  rotate <-28, 0, 14>
  adaptive 0
  circular
}

 sphere { 0, 1
  texture {
   pigment{
    gradient y
    pigment_map{
     [.07 GammaAdj(SkyC,.5)]
     [.2 average pigment_map { [.5 GammaAdj(SkyC,.75)][1 wrinkles turbulence .65 octaves 5 lambda 3 omega .9 color_map { [.2 rgb 1][.5 SkyC] } scale <10, .1, 1>] }]
     [.4 GammaAdj(SkyC,1.15)]
     [.5 GammaAdj(SkyC,1.35)]
    }
    rotate -75*y scale <1, 1, 100>
   }
   finish { diffuse .72 }
  }
  scale 100000
  inverse
 }


#declare Cam_pos = Cam_pos + <0, 20, -40>;
#declare Cam_lkt = Cam_lkt + <0, 10, 50>;
camera {
  location Cam_pos
  direction <0,0,1>
  right 1.33*x
  up y
  sky <0,1,0>
  #if(Cam_agl) angle Cam_agl #end
  look_at Cam_lkt
}

#macro sinai(HillQ)
 #local F = function { pattern { granite poly_wave 4 turbulence .01 lambda 2.1 omega .9 scale 5 translate <.2, 0, 18.08> scale <2, 1, 3> } }
 #local N = function { pigment { crackle ramp_wave turbulence .3 lambda 2.2 omega .76 color_map {[0 rgb 0][1 rgb 1] } scale .07 translate <-.15, -.12, .13> } }
 height_field {
  function HillQ, HillQ { F(x,y,z) + N(x,y,z).grey/47 }
  water_level .05
  clipped_by { box { <0, .05, .3>, <1, 1, 1> } }
  translate <-.5, -.05, -.5>
  rotate 20*y
  texture {
   pigment{ crackle color_map { [0 rgb <161, 107, 71>/255][.25 rgb <193, 132, 93>/255][.35 rgb <218, 163, 123>/255][.45 rgb <212, 153, 112>/255][.55 rgb <222, 166, 125>/255][.65 rgb <236, 178, 124>/255][.75 rgb <220, 154, 102>/255][.85 rgb <160, 121, 103>/255] } turbulence .75 lambda 3 omega .7 scale .1 }
   finish{ diffuse albedo .56 emission -.13 specular .25 roughness .02 brilliance 1.5 metallic 1.3 }
   normal { crackle poly_wave .7 turbulence .4 omega .8 scale <.007, .03, .007> }
  }
  rotate 12*y
  scale <2400, 2000, 3000>*1.5
  translate <1900, 0, 1900>
  scale <-1,1,1>
  no_radiosity
 }
#end


sinai(1600)
plane { y,0 pigment { rgb <1, 1, 1> } }

//courtyard gating not included due to size of code and many external files needed. add anything around <0,0,0> to try to reproduce effect of error
288Geometric PrimitivesPossible Bug3.70 RC7Very LowLowTolerance problem with refraction in blobs in CSG inter...Tracked on GitHub
0%
Task Description

If a blob is intersected by something else, the composite object has incorrect refractions if it is too small (in absolute units). Having the same object constructed without a blob, the errors happen at much smaller scales. The errors don’t affect solid objects, just refractions.

An example shows a half-sphere, constructed as CSG sphere + plane, and identical half-pshere, constructed as CSG blob + plane. When the scale of the entire construction is changed, the refractions disappear first for the blob, and at 100x times smaller scale, also for the sphere. The right side shows the solid version, showing that the surface intersection test is ok, it’s just the refraction that fails.

The problem is not present when looking from the curved side (the blob side). So the ray that hits the blob, gets refracted correctly, but the ray that hits the intersecting plane first, and should then refract in the blob from the inside, doesn’t work. If in attached sphere, you exchange -y with y in clipping planes, everything is ok.

The scale when this happens is not very small - blobs of radius 0.02 already fail (noticed because in 1=1metre scale, blob raindrops on a glass plate didn’t have intersections when looking from the back).

Examples are named by factor=9,0.9,0.09,0.009 and you can see first the blob (top) refraction gets smaller and disappears, then later the bottom (sphere) also gets the same problem.

289Light sourcePossible Bug3.70 RC7Very LowLowarea_illumination with light fading and scattering medi...Tracked on GitHub
0%
Task Description

with reference to http://bugs.povray.org/task/46

still some issue with area illumination and light fading when interacting with media

seems light fade is not taken into account with scattering media.
emission and absorption media seem to work fine.
occurs with all scattering types.

#version 3.7;

global_settings {
 ambient_light 0
 assumed_gamma 1
}

camera {
  location <0, 3, -5>
  look_at <0, 2, 0>
}


#declare Light = 3; // light 1 = individual lights
                   // light 2 = standard area light
                   // light 3 = area light with area illumination

#declare Fade = 1; // light fading: 1 on, 0 off

#declare Media = 1; // media 1 = scattering
                    // media 2 = emission
                    // media 3 = absorption

#declare Type = 1; // scattering media type


#switch(Light)
 #case(1)

  #declare Ls = light_source {
    0
    1/7
    #if(Fade) fade_distance 2 fade_power 2 #end
  }

  union {
   object { Ls }
   object { Ls translate .5*x }
   object { Ls translate x }
   object { Ls translate 1.5*x }
   object { Ls translate -.5*x }
   object { Ls translate -x }
   object { Ls translate -1.5*x }
   translate y
  }

 #break
 #case(2)

  light_source{
    y
    1
    area_light 3*x, z, 7, 1
    #if(Fade) fade_distance 2 fade_power 2 #end
  }

 #break
 #case(3)

  light_source{
    y
    1
    area_light 3*x, z, 7, 1
    #if(Fade) fade_distance 2 fade_power 2 #end
    area_illumination on
  }

 #break

#end


cylinder { <0, .01, 0>, <0, 5, 0>, 2 pigment { rgbt 1 } hollow no_shadow
 interior {
  media {
   #if(Media = 1) scattering {Type, 30 } #end
   #if(Media = 2) emission 2 #end
   #if(Media = 3) absorption 2 #end
    density { cylindrical turbulence 1.5 scale <1, .14, 1> }
  }
 }
 scale <.15, 1, .4> translate 4*z
}

plane { y,0 pigment { rgb .7 } }
plane { -z,-7 pigment { gradient y color_map { [.5 rgb 1][.5 rgb 0] } } }
union {
 sphere { 0,.05 }
 sphere { .5*x,.05 }
 sphere { x,.05 }
 sphere { 1.5*x,.05 }
 sphere { -.5*x,.05 }
 sphere { -x,.05 }
 sphere { -1.5*x,.05 }
 translate y
  hollow pigment { rgbt 1 } interior { media { emission 10 } }
}
 291 Include filesPossible Bug3.70 RC7Very LowLow Math.inc: error in VDist function Closed
100%
Task Description

Included math.inc into scene and recieved this fatal error from povray:

File '/usr/local/share/povray-3.7/include/math.inc' line 248: Parse Error: Expected 'string expression', float function 'vlength' found instead

Appropriate place in math.inc:

245 > #end
246 >
247 > // Distance between V1 and V2
248 > #macro VDist(V1, V2) vlength(V1 - V2) #end
249 >
250 > // Returns a vector perpendicular to V

Running newly-downloaded/newly-compiled POV-Ray 3.7.0, on Linux x86_64 system

292Geometric PrimitivesUnimp. Feature/TODO3.70 RC7Very LowLowArbitrary containing object for isosurfacesTracked on GitHub
0%
Task Description

A low priority thought for the future: isosurface now only allows contained_by to be a sphere or a box. It would be more intuitive to allow the same objects that are allowed in clipped_by and bounded_by (although it probably needs to be finite). It would enable allow much faster rendering in many cases:

1) There are a lot of cases when the sphere or a box are very bad in bounding - if an object has a hole, a torus may be better, and in many cases, cylindrical bounding would help a lot.
2) Sometimes, having a too large contained_by object includes far-away parts of the iso-function, and expose large gradients that you want to avoid. If a bounding object is better, you can decrease the max_gradient and speed up the render.
3) The isosurface is usually much more expensive to calculate than any normal bounding object, so it’s an improvement even if the intesection test is not as fast as bounding box.
4) A typical case: if you use texture-like functions to make the surface realistically rough, you know almost exactly what the bounding object is - it can be the original unmodified object.
5) For isosurface terrains, a preprocessing macro could create a rough mesh-like bounding object to contain the “mountains”, thus making everything faster.
6) In case you want clipping, having the contained_by set to the same object probably avoits calculating too many intersections.

The main modification is probably that the intersections of bounding objects can be split into more than one interval - but it’s probably worth it, the isosurfaces are usually a speed bottleneck.

293User interfacePossible Bug3.70 RC7Very LowLowPOV-Ray Shown Twice in Windows TaskbarTracked on GitHub
0%
Task Description

When rendering for some time, it occasionally happens that POV-Ray appears twice in the Windows taskbar. One button is the normal one, the other one does not open any window when clicked on and reads something like “99% complete” (see attached image), like the render window’s title, but obviously unrelated to it (probably the title the render window had shortly before?). After stopping the render, the odd taskbar button remains there until POV-Ray is closed.

  • Observed under Windows XP
  • POV-Ray 3.7.0.RC7.msvc10-sse2.win32
  • When applications are summarized into groups in the taskbar by Windows, the odd POV-Ray button is attached to the Windows Explorer group
  • Run with render priority set to “high”

Is this a Bug in Windows or in POV-Ray?

295User interfaceDefinite Bug3.70 RC7Very LowLowMinor GUI BugsTracked on GitHub
0%
Task Description

Here are two low-priority bugs in POV-Ray’s GUI, observed by me under Windows XP, which should be easy to fix I think:

  • In the “Insert” menu, there are sub-menus (e.g. “Radiosity and Photons”) in which there are menu seperators at the end of the popped-up menu bar.
  • The progress bar in the top-right corner of the editor window seems to be too large for the window (203px) and therefore clipped. As a result, progress seems to be 100% when it is not yet, e.g. at 90% progress. (Have not measured exactly.)

Both bugs are not severe at all, but it would be nice if they could be fixed.
By the way, a second progress bar could be added to visualize the number of frames already rendered in an animation.

 297 OtherFeature Request3.70 RC7Very LowLow Have a user-definable epsilon Closed
100%
Task Description

There are times when scaling an entire scene up or down is difficult or just not feasible.

One suggestion is a global_settings option.

Also, I’ve noticed that in some situations, such as interactions between certain transparent objects, the epsilon seems to kick in quite early. Perhaps there could be situational or contextual epsilons, such as the “tolerance” of sphere_sweep or the “accuracy” of isosurface.

 298 Geometric PrimitivesDefinite Bug3.70 RC7Very LowLow the warning for isosurface does not appears as often as ...Closed
100%
Task Description

From synthetic post of Cousin Ricky in p.beta-test, 2013-06-24 circa 3:19 pm (MST)

William F Pokorny anonymous@anonymous.org wrote:
> It seems to be the case the gradient warnings are only generated if the
> isosurface is naked. If it is wrapped in an object as was the case with
> my thread safety example, we get no warnings.

Confirmed. If only I still had the concentration required to investigate
computer code.

#version 3.7;

#ifndef (MG) #declare MG = 40/9; #end
#ifndef (Naked) #declare Naked = no; #end

global_settings
{ assumed_gamma 1
  radiosity {} //force isosurface calculations from all directions
}

light_source { <-3.3125, 7.6250, -5.7374>, rgb 1 }

camera
{ location <0.0000, 1.0000, -5.6713>
  look_at <-0.7969, 1.2000, -0.0598>
  angle 10.7447
}

#include "functions.inc"

#if (Naked)
  isosurface
  { function { f_sphere (x, 0, z, (2660 - 40*y) / 9) }
    contained_by { box { <-80, 31, -24>, <-128, 56, 24> } }
    max_gradient MG
    pigment { rgb <1, 0.75, 0> }
    scale 1/128
    rotate -35 * x
    translate y
  }
#else
  #declare Test = isosurface
  { function { f_sphere (x, 0, z, (2660 - 40*y) / 9) }
    contained_by { box { <-80, 31, -24>, <-128, 56, 24> } }
    max_gradient MG
    pigment { rgb <1, 0.75, 0> }
    scale 1/128
    rotate -35 * x
    translate y
  }
  object { Test }
#end

On the command line, try:

declare=MG=1 declare=Naked=1

and

declare=MG=1 declare=Naked=0

To lose the warning, I had to declare the isosurface. Just wrapping the naked
isosurface in an object{} generated a warning.

Further analysis

isCopy seems to be intended to avoid displaying the same warning over
and over for the same isosurface (as duplicated isosurface indeed are
not copied but reference the same sub-structure).

#declare Ob = isosurface{...}; that’s not a copy
object {Ob ... }
that’s a copy

Previously (3.6.1) the warning was displayed at the destruction of the
isosurface (when the sub-structure was actually referenced by no one else)

if((Stage == STAGE_SHUTDOWN) && (mginfo->refcnt == 0))

In 3.7, isCopy was introduced with change 4707, 16th February 2009,
along with the change introducing means for objects to submit message on
shutdown.
It was reported in windows source with change 4714, 21th February 2009.

If the symptom “isosurface embbeded in object (CSG) does not show the
warning” is correct, it might be a “feature/bug”. The parser copied the
isosurface object and deleted the original before the render started.
When the render ends, it find only copies and because the refcnt is not
used anymore (for that purpose), it miss the last remaining true data to
display.

Instead of isCopy, what about adding in mginfo a boolean
“printed_warning” (actual name should be more appropriate), set to false
on creation, and turn to true on the first call (instead of last for
3.6.1) of the warning displaying function (test for false, set to true
if false) ? (and dropping isCopy in the process)

For instance, i’m afraid the following sequence would fails with current
code:

#declare Foo = isosurface{ ... };
#declare Bar = object { Foo ... };
#undef Foo;

(or any pop of #local context, such as building the isosurface via macro
or loop, or replacing the value of a previous #declare/#local )

299Parser/SDLFeature Request3.70 RC7Very LowLowObject Properties FeatureTracked on GitHub
0%
Task Description

Up to POV-Ray 3.7 RC7 it has not been possible so far to declare custom properties for POV-Ray’s objects, which would be especially useful for complex objects defined in include files.

Currently, if you want to have an object (e.g. a car) with certain variable parameters (e.g. colour, wheel rotation, ...) defined in an include file and the parameters set by a scene file which uses the include file, you have to choose one of the following approaches:

1. use a macro

#macro car(colour, wheelrot, ...)
  ...
#end

or, 2. check parameters declared before, e.g.

#declare car =
union {
  
  #ifdef (colour)
    #local colour_internal = colour;
  #else
    #local colour_internal = default_colour;
  #end
  
}

The resulting object would be used in the following way:

  #include "car.inc" // include file once
  object {
    car(rgb <1,0,0>, 0, ...) // macro approach
  }
  // other approach
  #declare colour = rgb <1,0,0>;
  #declare wheelrot = 0;
  ...
  #include "car.inc" // include file every time you want to have a car object instance
  object {
    car
  }

Needless to say, both approaches are not quite optimal.

  • The macro approach needs only one #include directive and name conflicts will (hopefully) not be a problem. However, one would have to look up the parameter order of the macro in the include file, in the worst case every time the macro is used.
  • The other approach needs as many #include directives as car objects shall be instantiated, there can arise name conflicts with other inculde files used in the scene, and a (potentially long) list of parameters has to be declared before each #include. On the other hand, with this approach for any value it is clear which information it gives, e.g. #declare colour = rgb <1,0,0> can easily be read as ‘set car colour to “red”‘.

My suggestion would be creating an SDL feature to

  • declare which properties a certain object can have
  • set these properties inside the object statement in which the object is used.

One step up could be to even declare object classes along with them.

This could look like this:

// include file code
class car { // alternatively (without classes) use #declare car = object { ...
  property colour = rgb <1,0,0>; // with default colour
  
  union {
    ...
  }
}

// scene file code
car { // alternatively (without classes) use object { car ... }
  colour rgb <0,0,1>
}

Note that this solution makes the declarations much more concise and easy-to-read. Especially in scenes with many includes and animation scenes where objects’ properties have to be manipulated according to sometimes complex functions, this would be very useful. Please also consider that such user-defined objects can have dozens of properties.

301OtherDefinite Bug3.70 RC7Very LowLowFallback to default image size causes wrong values to b...Tracked on GitHub
50%
Task Description

When resolution is not specified (neither via POVRAY.INI nor via QUICKRES.INI nor via command line or custom .ini file), random values are displayed for image resolution in the Image Output Options message output. (The actual render will be performed at the default size of 160×120 pixels though.)

302OtherPossible Bug3.70 RC7Very LowLowconfusing error message when .ini file cannot be parsedTracked on GitHub
0%
Task Description

When a command-line parameter in an .ini file cannot be parsed (such as “+a.3”), POV-Ray reports a “Problem with setting”, quoting the command line, rather than indicating that the problem occurred in an .ini file. This leads the user to think that the problem is with the command line itself, unnecessarily confusing him.

 305 Geometric PrimitivesFeature Request3.70 RC7Very LowLow remove maximum component limit for blobs Closed
100%
Task Description

Blobs are currently limited to 1,000,000 components (with each cylindrical component counting as three: one cylinder + two end hemispheres); this limit may have served a historic purpose, but is now entirely arbitrary: The remaining code is limited only by the available RAM and the numeric limits of the int data type. The arbitrary maximum components limit per blob should therefore be removed.

Aside from unnecessarily limiting the power of the blob component, another drawback of the current test is that it is only performed after parsing of all the blob’s components, potentially hours after the limit had actually been reached.

 307 Image formatDefinite Bug3.70 RC7Very LowLow netpbm, ppm, read bug where first data byte CR char Closed
100%
Task Description

I’ve recently been working with the netpbm ppm format and I have hit what I believe to be a bug in the way ppm files are read – very likely a bug in all netpbm formats. I am aware of the long standing povray issue with the netpbm file formats header where the height and width need to be on the same line as the magic number though that is not a requirement of the official format. This bug is different.

Namely in working with a larger number of ppm files I hit cases where a few would fail with the message : “Possible Parse Error: Unexpected EOF in PPM file” though the ppm files are fine. What is happening is that the first byte of data after the line feed (LF) (Ubuntu linux 12.04) happens to have a carriage return (CR) value.

The code which is set up to interpret the netpbm headers is reading a lines with “file→getline (line, 1024);” and this line reading code is pulling in the first byte of data with the CR value as part of the line. When the read by binary data, 8 or 16 bits at a time, starts, the povray read code is offset into the data by one byte too many.

The result from 10,000 meters, if input values were completely random file to file, would be netpbm read fails for size that make no sense in 1/256 files. In practice & depending on data some might never see fails while an unfortunate few might almost always fail.

I’d make some argument any CR following a LF character should not be pulled in as part of the line read even on windows/dos systems where CRLF is the usual line termination order. I think though the real fix is better netpbm header reading code which more strictly breaks apart the header on the first whitespace character doing the last depth break, aware of the file size, so it can decide what portion of any valid sequence of whitespce characters after the decimal depth value is data and not whitespace.

The attached tarball when unpacked has both a passing and failing case. To run “povray fails.pov” or “povray works.pov”. The only difference between the two ppm files if the fails.ppm data is all 0x0D while works.ppm data bytes are all 0x0C. The image rendered is meaningless.

Thanks for your time.
Bill P.

310EditorFeature Request3.70 RC7Very LowLowEditor should remember bookmarksTracked on GitHub
0%
Task Description

Now the editor remembers only the cursor positions of the loaded files when starting a new PR session. It would be more friendly to remember whether the window was split or not, as well as the bookmarks.

 312 OtherPossible Bug3.70 releaseVery LowLow Rendering stuck at 99% Closed
100%
Task Description

After a long parse period and a relatively quick rendering, POVray gets stuck at 99% when rendering the attached file.

Rendered at 6144x3072px with antialiasing set to 0.3.

Can anyone confirm?

319Texture/Material/FinishFeature Request3.70 releaseVery LowLowAdd interior to #default directiveTracked on GitHub
0%
Task Description

When working with predefined materials, it would be useful to have something like:

#if (!Use_photons)
  #default { interior { caustics 1 } }
#end

#include "my_predefined_materials.inc"

Default medias or IORs could also be useful.

321OtherDefinite Bug3.70 releaseVery LowLowbounding threshold inconsistencyTracked on GitHub
90%
Task Description

User reported documentation inconsistency. Investigation led to the discovery of a bug in the setting of the current default value.

~source/frontend/renderfrontend.cpp reports the value “3” while ~source/backend/scene/scene.cpp sets a default value of “1”

Before for addressing this issue, are there any thoughts as to what the default value should be?

326OtherDefinite Bug3.70 releaseVery LowLowrestricted setting ignored in 3.7Tracked on GitHub
0%
Task Description

Due to a typo in the conf file parser (introduced, I think, in refactoring after 3.6), the restricted setting is ignored, and access checks aren’t performed.

Fixing this reveals some other issues:

  • %INSTALLDIR%/../../etc is incompletely canonicalized to /usr/local/share/../etc, not /usr/local/etc
  • read+write paths are added to the read list only, so writing is impossible

See attached patch.

Relatedly, I think it would be nice to add a new replacement token %CONFDIR% instead of %INSTALLDIR%/../../etc.

Also, there’s a realpath function that could simplify path handling, though I’m not sure if it’s available on all platforms.

327Parser/SDLFeature Request3.70 releaseVery LowLowSupport for non-ASCII characters in filename stringsTracked on GitHub
0%
Task Description

pov 3.7 Can not identify the Chinese.I give the texture map filename in chinese,it turns out parse error.

 329 DocumentationPossible Bug3.70 releaseVery LowLow Mesh_camera type 0 output seems Closed
100%
Task Description

When using mesh_camera type ‘0’

The first line of the mesh output seems to be repeated resulting in incorrect light colour values.

If the first line of the texture is skipped then the values seem to be correct.

 330 Platform-specificDefinite Bug3.70 releaseVery LowLow Typo in QUICKRES.INI Closed
100%
Task Description

Height=36084

[640×360, AA 0.3]
Width=640
Height=36084
Antialias=On
Antialias_Threshold=0.3

should be:

[640×360, AA 0.3]
Width=640
Height=360
Antialias=On
Antialias_Threshold=0.3

 332 User interfaceFeature Request3.70 releaseVery LowLow Progress animation in taskbar tabs Closed
100%
Task Description

On Windows 7 and newer operating systems, some programs are able to display their progress in the taskbar buttons.

Here is an example of Chrome downloading something and showing the progress in the taskbar:

http://www.winbeta.org/sites/default/files/news/oldfashinoned.jpg

Here is an example with Paint.NET instead:

http://www.getpaint.net/images/pdn351_superbarProgress.png

I think this feature would use fewer CPU resources than a) minimizing/maximizing the whole application window each time you want to check progress, or b) hovering the mouse over the taskbar button to show the thumbnails.

333User interfaceFeature Request3.70 releaseVery LowLowMake text in "about" alt+b dialog selectable with the m...Tracked on GitHub
0%
Task Description

When you press alt+b or access the “about” dialog in the Help menu it displays some text including software version number and list of contributors.

It would be nice to be able to select and copy this text using this mouse. Sometimes in the newsgroup I have to tell people what version of POVray I am using, and typing the version number can be a pain.

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