|
222 | Geometric Primitives | Definite Bug | 3.70 RC3 | Very Low | Low | incorrect render of CSG merge with radiosity | Tracked on GitHub | |
Future release |
Task Description
The problem arises when I am trying to trace a radiosity scene without conventional lighting that has a GSG merge object. There are a coincident surfaces, but these surfaces are first merged, then the texture applied. The texture is a simple solig color non-transfluent pigment, default normal, default finish etc..
Problem consists when adding antialiasing, changing resolution, changing camera view-point etc.; when I replace merge with union, the problem disappeared.
The scene was checked on two different machines with different versions of POV-Ray:
Gentoo Linux, kernel 2.6.39-r3, i686 Intel(R) Xeon(TM) CPU 2.80GHz GenuineIntel, 2G RAM (this is Dell PowerEdge 2650 server with 2 dual-core Intel Xeon MP processors); Persistence of Vision™ Ray Tracer Version 3.7.0.RC3 (i686-pc-linux-gnu-g++ 4.5.3 @ i686-pc-linux-gnu)
Gentoo Linux, kernel 2.6.37-r4, x86_64 AMD Athlon™ X2 Dual Core Processor BE-2350, 2G RAM (non-branded machine); Persistence of Vision™ Ray Tracer Version 3.6.1 (x86_64-pc-linux-gnu-g++ 4.4.4 @ x86_64-pc-linux-gnu)
(scene has been adapted slightly to be rendered with 3.6, the adaptation was to change “emission” with “ambient” and replace gamma “srgb” with “2.2”)
Both machines generate similar images.
The attachment is an archive containing sources of minimal scenes with these problems, and sample pictures I generated from them on my machines.
|
|
223 | Geometric Primitives | Definite Bug | 3.70 RC3 | Very Low | Low | Artifacts in thin torus | Closed | |
|
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 } }
}
|
|
224 | Editor | Compatibility Issue | 3.70 RC3 | Very Low | Low | Keyword Completion does not work for several names | Closed | |
3.70 release |
Task Description
Keyword Completion does not work for several names. I miss it for animation related names like frame_number or final_frame.
Typing “fram{TAB}” just inserts a TAB character after “fram” instead of completing it to frame_number.
Independently of that bug, typing {TAB} repeatedly does not cycle through possible names: “fr{TAB}” gives “frequency” and “fresnel” and that’s all.
In version 3.6 it worked well.
My system is Windows 7 64bit and PovRay is 3.7.0.RC3.msvc9.win64
|
|
225 | Light source | Definite Bug | 3.70 RC3 | Very Low | Low | translating a light source fails to translate looks_lik ... | Closed | |
3.70 RC4 |
Task Description
The following scene reders differently with POV-Ray 3.7.0.RC3 than with POV-Ray 3.6.2:
camera
{
right x*image_width/image_height
location <0, 0, -5>
look_at <0, 0, 0>
}
light_source
{
<0,0,0>
color rgb 1
looks_like
{
box {
<-1,-1,-0.1>, <1,1,0.1>
pigment { wood }
finish { ambient 5.0 diffuse 0 specular 0 phong 0 reflection 0 }
scale 0.5
}
}
translate <1,0,0>
}
plane
{
<0, 1, 0>, -1
texture
{
pigment { color rgb <0.5, 0.5, 0.55> }
finish { specular 1.0 }
}
}
See attachments for the output. As can be seen, POV-Ray 3.7 does translate the shape of the looks_like object along with the light source, but fails to translate the textures.
|
|
226 | Geometric Primitives | Possible Bug | 3.70 RC3 | Very Low | Low | Near-coincident surface accuracy | Tracked on GitHub | |
|
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.)
|
|
227 | Refactoring/Cleanup | Unimp. Feature/TODO | 3.70 RC3 | Very Low | High | Fixed Vector Limitations | Tracked on GitHub | |
|
Task Description
See this documentation entry for more details.
|
|
228 | Texture/Material/Finish | Possible Bug | 3.70 RC3 | Very Low | Medium | Emission Media does not show on Alpha background | Closed | |
|
Task Description
I tried to render a candle’s flame (an object with interior made of emission media) against an Alpha background. In 3.6, the “flame” appears as a bright object against the alpha background; but in 3.7, the flame disappears against the alpha (as the attached scene will make clear, the “flame” is still visible against opaque background objects). I used the settings “Output_Alpha=true Output_File_Type=N”.
If there is another (better?) way to achieve a similar effect, I am open to using a work-around.
|
|
229 | Image format | Feature Request | 3.70 RC3 | Very Low | Low | Clock value into EXIF data for PNG | Tracked on GitHub | |
|
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.
|
|
230 | User interface | Feature Request | 3.70 RC3 | Very Low | Low | Improved handling of animations | Tracked on GitHub | |
|
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 format | Feature Request | 3.70 RC3 | Very Low | Low | Number of digits in file name at an animation | Closed | |
|
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
|
|
232 | Parser/SDL | Definite Bug | 3.70 RC3 | Very Low | Low | illegal map_type usage reporting | Closed | |
3.70 release |
Task Description
parser fails to report when an illegal map_type is used. For example map_type 10 and map_type 100 doesn’t produce an error
|
|
233 | Parser/SDL | Possible Bug | 3.70 RC3 | Very Low | Low | Picture index out of range. - Fatal error in renderer: ... | Closed | |
3.70 RC7 |
Task Description
As posted in povray.beta-test 2012-01-14 with the same subject.
OS Win7 32 bit
The following code fails with the following message: Picture index out of range. Picture index out of range. Fatal error in renderer: Uncategorized error. Render failed
The texture scale is relevant.
It does not fail in Pov 3.62 The image map can be downloaded from: http://www.mmedia.is/~bjj/data/s_rings/sat_ring_color.png
(Attached)
#version 3.7;
global_settings { adc_bailout 0.0039 ambient_light rgb <1.000,1.000,1.000> assumed_gamma 1.00 irid_wavelength rgb <0.250,0.180,0.140> max_trace_level 5 number_of_waves 10 noise_generator 3 charset ascii }
background { colour rgb <0.000,0.000,0.000> }
#declare Ring_Texture1 = texture { uv_mapping pigment {
image_map{
png "sat_ring_color.png"
interpolate 2
map_type 0
}
rotate <90.000,90.000,0.000>
}
finish {
ambient rgb <0.100,0.100,0.100>
brilliance 1.000
crand 0.000
diffuse 0.600
metallic 0.000
phong 0.000
phong_size 40.000
specular 0.000
roughness 0.050
}
}
#declare Camera0 = camera { perspective location <3843.816,38.892,-2660.667> up y right 1.333*x angle 33.000 sky ←0.004,1.000,0.002> look_at < 0.449, 18.943, 0.102 > } end Camera0
disc { Disc0 0,y,4.400000,2.500000 texture{ Ring_Texture1 }
scale <750.000000,750.000000,750.000000> // Fails 32 bit
scale <800.000000,800.000000,800.000000> Fails 64 bit scale <600.000000,600.000000,600.000000> does not fail rotate <0.000000,0.000000,-20.000000> translate ←3500.000000,900.000000,900.000000> } end Disc0
camera{ Camera0 }
///
|
|
234 | Frontend | Definite Bug | 3.70 RC3 | Very Low | Low | The +GD flag does not work | Closed | |
3.70 RC7 |
Task Description
The +GD flag gives me an “Invalid parameter” error, whether on the command line or in a .ini file.
Debug_File= still works.
I reported this in povray.beta-test, but did not receive a response.
The problem occurs in both Windows 7 and in Linux.
|
|
235 | Platform-specific | Definite Bug | 3.70 RC3 | Very Low | High | Segmentation fault with animation of large image | Closed | |
|
Task Description
Hopefully platform specific, other ports are welcome to check their scaling code.
Reported originally in p.beta-test (28 january 2012) by Cousin Ricky (email dropped)
Symptom: crash on start of second frame rendering Environment: Unix, with display of rendered picture, rendered picture does not fit at 1:1 on the display
Demo (adjust the H/W to your setting to get them larger, both or any of them):
global_settings { assumed_gamma 1 }
light_source { <-1, 1, -1> * 1000, rgb 1 }
sphere { 2.5 * z, 1 pigment { red 1 } }
povray +H2000 +W2000 +KI0 +KF1 +KFI0 +KFF10 code.pov
|
|
236 | Animation | Possible Bug | 3.70 RC3 | Very Low | Medium | Segmentation fault with animation of large image | Closed | |
|
Task Description
If the image is more than 1270 pixels wide or more than 720 pixels high, animation fails with a segmentation fault during the second rendered frame. This happens after parsing is complete and the .pov-state file is created. The last message line is the “[Rendering...]” line. (There is also a separate, but possibly related, issue that the output display does not work for these renders.)
On one occasion, POV-Ray hung, and I had to ctrl-Z kill -9 out of it.
On another occasion, instead of the segmentation fault, I got the message:
povray: xcb_io.c:140: dequeue_pending_request: Assertion `req == dpy->xcb->pending_requests' failed.
Aborted
There is no crash when -D is used.
I have not run an animation this large in Windows, so I don’t know if it’s a problem there.
Neither problem occurs in POV-Ray 3.6.1.
I used the following source code:
global_settings { assumed_gamma 1 }
light_source { <-1, 1, -1> * 1000, rgb 1 }
sphere { 2.5 * z, 1 pigment { red 1 } }
Operating system: openSUSE Linux 12.1 Hardware: HP Pavilion dv5030us Notebook PC (32 bits) RAM: 1GB Displays: 1280×800 built-in panel; 1680×1050 HP w2007 external monitor
Libraries
Boost 1.48.0 (Note: bzip2 and python dependent modules did not compile, and MPI support does not work.) Zlib 1.2.5 (LibXML 2.7.8) LibPNG 1.5.7 LibJPEG IJG 8d LibTIFF 3.8.2 OpenEXR 1.6.1 (IlmBase 1.0.1) SDL unknown
|
|
240 | Geometric Primitives | Feature Request | 3.70 RC3 | Very Low | Low | Object for efficient automatic periodic pavement | Tracked on GitHub | |
|
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.
|
|
184 | Radiosity | Definite Bug | 3.70 RC1 | Very Low | Low | Too many pretrace steps when pretrace_start < pretrace_ ... | Closed | |
3.70 RC2 |
Task Description
If pretrace_start is set below pretrace_end, POV-Ray will run a high number of pretrace steps (without changing pretrace resolution).
|
|
186 | Geometric Primitives | Definite Bug | 3.70 RC1 | Very Low | Low | numeric precision problem with polygon start/end points | Closed | |
3.70 RC2 |
Task Description
polygon objects comprised of multiple “sub-polygons” don’t work properly if start/end points of sub-polygons do not exactly match, as can be demonstrated by the following code:
#default { texture { pigment { rgb 1 } finish { ambient 1.0} } }
camera {
orthographic
up 3.5*y
right 3.5*x*image_width/image_height
location <0,0,-4>
look_at <0,0,0>
}
polygon { 8,
// outer triangle
0.70 * < cos( 0 *pi/180),sin( 0 *pi/180),0>
0.70 * < cos(120 *pi/180),sin(120 *pi/180),0>
0.70 * < cos(240 *pi/180),sin(240 *pi/180),0>
0.70 * < cos(360 *pi/180),sin(360 *pi/180),0>
// inner triangle
0.35 * < cos( 0 *pi/180),sin( 0 *pi/180),0>
0.35 * < cos(120 *pi/180),sin(120 *pi/180),0>
0.35 * < cos(240 *pi/180),sin(240 *pi/180),0>
0.35 * < cos(360 *pi/180),sin(360 *pi/180),0>
}
Note that the end points /should/ be identical. There are however some minor rounding differences, which mess up polygon computations. Compare with the following code, which leads to the desired results:
polygon { 8,
// outer triangle
0.70 * < cos( 0 *pi/180),sin( 0 *pi/180),0>
0.70 * < cos(120 *pi/180),sin(120 *pi/180),0>
0.70 * < cos(240 *pi/180),sin(240 *pi/180),0>
0.70 * < cos( 0 *pi/180),sin( 0 *pi/180),0>
// inner triangle
0.35 * < cos( 0 *pi/180),sin( 0 *pi/180),0>
0.35 * < cos(120 *pi/180),sin(120 *pi/180),0>
0.35 * < cos(240 *pi/180),sin(240 *pi/180),0>
0.35 * < cos( 0 *pi/180),sin( 0 *pi/180),0>
}
Code inspection shows that the polygon insideness testing code tests for precise equality of the points, whereas the general policy of POV-Ray is to accept slight rounding differences.
|
|
189 | Parser/SDL | Possible Bug | 3.70 RC1 | Very Low | Low | segmentation fault | Closed | |
|
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 | Photons | Feature Request | 3.70 RC1 | Very Low | Low | photon message reporting | Closed | |
|
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.
|
|
191 | Texture/Material/Finish | Definite Bug | 3.70 RC1 | Very Low | Low | Using interpolated image_maps in functions results in p ... | Closed | |
3.70 RC4 |
Task Description
Using interpolated image_maps in functions results in pixel-sized dot-artifacts when using the functions back into pigments.
This problem doesn’t shows using the same code on POV-Ray 3.6.
I qualified it as “low severity” because is not going to happen to most users: it will show only when using some advances techniques, for example when you want to decompose an image_map into the RGB components, perform operations, and mixing them back with an averaged pigment (example attached).
|
|
185 | Other | Definite Bug | 3.70 beta 41 | Very Low | Very Low | wrong message about image resolution | Closed | |
3.70 RC2 |
Task Description
‘povray -H10 -W20 myscene.pov’ will generate a file with a picture 10 pixels high and 20 pixels wide, BUT in the message pane it displays
Image resolution.....20 by 10 (rows 1 to 20, columns 1 to 10)
instead of
Image resolution.....20 by 10 (rows 1 to 10, columns 1 to 20)
or
Image resolution.....20 by 10 (columns 1 to 20, rows 1 to 10)
|
|
187 | Frontend | Feature Request | 3.70 beta 41 | Very Low | Low | POV-Ray 3.70 ignores SIGTSTP signal, noisy on SIGWINCH ... | Closed | |
3.70 RC2 |
Task Description
When POV-Ray 3.70 is run on a terminal, on an unix shell, and the user hits ctrl-Z to suspend (stop) POV-Ray, rather than stopping as expected, POV-Ray just reports that it did receive the signal, as if to laugh at the user “I’m not obeying your puny stop attempts”. It
The default action (as happens if the SIGTSTP signal is not trapped) would be much better, and is usually safe also in multithread programs. It takes actual effort to _ignore_ the TSTP signal (namely, to trap that signal), so the current behavior is definitely a dysfeature, probably an oversight by whoever programmed the signal handler.
Also, when the terminal window is resized, POV-Ray needlessly reports that it received a signal number so-and-so (the number of SIGWINCH), adding irrelevant noise to its terminal output. Both signals (SIGTSTP and SIGWINCH) should simply be excluded from the signal trapping mask. I guess there are also other signals that are needlessly captured. It would be better to capture only those signals that an action is needed for.
|
|
179 | Runtime error | Definite Bug | 3.70 beta 40 | Very Low | High | unix version segfaults when $HOME not set | Closed | |
3.70 beta 41 |
Task Description
unixoptions.cpp has a getenv(”HOME”) that does an assignment without checking to see if getenv returns NULL.
This causes an immediate and unceremonious segfault in those situations where $HOME is not set such as in the case where povray is launched by a daemon.
Best solution might be to set the home to /tmp and print a warning message about $HOME not being set.
|
|
180 | Runtime error | Definite Bug | 3.70 beta 40 | Very Low | High | lseek64(fileno(fd), ...) is not the same as fseek64(fd, ... | Closed | |
3.70 RC1 |
Task Description
FileBackedPixelContainer uses a FILE* to manage the backing store and under Linux/Unix defines fseek64 to be a kind of incantation of lseek64.
Since fseek64 and fseek64 have return values that are logical opposites this causes an exception to be thrown.
Moreover since the buffer size on a FILE is quite a bit smaller than a line of pixels (in terms of bytes), mostly what’s being done in this function is a lot of sloshing of bytes that don’t do much... which is to say that the intended caching mechanism is getting a very low hit rate now that povray is working in 32×32 pixel per-thread chunks.
The cache miss problem and the volume of bytes read/written grows exponentially as the size of the image grows.
Attached is a replacement function that seems to be working well and should produce a performance increase even under Windows. I originally went with simply fixing the fseek/lseek problem but saw a 10% decrease in render time on 2048×1024-sized images when I made the cache target smaller.
|
|
181 | Backend | Unimp. Feature/TODO | 3.70 beta 40 | Very Low | Medium | Unimplemented, altered or missing features to document ... | Tracked on GitHub | |
|
Task Description
This is a list of unimplemented features and things to fix with respect to 3.7 vs 3.6 compatibility. They either need to be fixed in code, or failing that, to be documented prior to release.
Create_INI works differently from 3.6. Prior versions of POV-Ray would write all options to the file, even if they were not supplied by the user (non-supplied options would take the default value). Currently in 3.7, only supplied options are written, because the front-end does not send unused options to the back-end. The proper fix for this would be to have a set of defines that establish the defaults all in one place (currently we rely on hard-coded values scattered around the code), and for the Output_INI_Option() function to look up and use the default when not supplied. As this is not likely to be done before 3.7 release, we need to document it as a temporary situation.
The following messages are marked as ‘currently not supported by code’ in povmsgid.h. We need to check where this comment is correct and if so the docs need to be updated to indicate this (for items that are already documented). Some items may be re-implemented later, and some may never be:
kPOVAttrib_TestAbort
kPOVAttrib_TestAbortCount
kPOVAttrib_VideoMode
kPOVAttrib_Palette
kPOVAttrib_DisplayGammaType
kPOVAttrib_FieldRender
kPOVAttrib_OddField
kPOVAttrib_AntialiasGammaType
kPOVAttrib_LightBuffer
kPOVAttrib_VistaBuffer
kPOVAttrib_DrawVistas
This bug should be edited to add/remove items as time goes by.
|
|
183 | Texture/Material/Finish | Possible Bug | 3.70 beta 40 | Very Low | Low | cutaway_textures broken with child unions | Tracked on GitHub | |
Future release |
Task Description
When using cutaway_textures in a CSG object that has union children, results are not as expected; instead, surfaces in the union children that have no explicit texture will be rendered with the default texture instead. This is not the case for e.g. difference children.
Example:
#default { texture { pigment { rgb 1 } } }
camera {
right x*image_width/image_height
location <0,1.5,-4>
look_at <0,1,0>
}
light_source { <500,500,-500> color rgb 1 }
#declare U = union {
sphere { <0,-0.1,-1>, 0.3 }
sphere { <0, 0.1,-1>, 0.3 pigment { color red 1 } }
}
intersection {
sphere { <0,0,0>, 1 pigment { color green 1 } }
object { U }
cutaway_textures
rotate y*90
}
When declaring U as an intersection instead, the results are as expected, with the surface of the first sphere in U being rendered with the texture defined in the outer intersection.
|
|
170 | Refactoring/Cleanup | Unimp. Feature/TODO | 3.70 beta 39 | Very Low | Low | Reduce memory footprint of output image buffer | Closed | |
3.70 release |
Task Description
Currently, output image is buffered using POV-Ray’s RGBFT color model and floating point values, leading to a memory consumption of 20 bit per pixel. This is an unproportionally large memory footprint, given that the only further processing performed on the buffered data is conversion of the data to the desired output file format, which will typically use only 3 bytes per pixel (at most 12 bit per pixel).
The situation can be improved by choosing the output image buffer container based on the desired output file format and parameters. To this end, the following code changes should be made:
Bundle image file format handler code into classes (typically one per file format)
Include a method to determine the best data container type for the image buffer
Instantiate the desired image file format handler object prior to rendering, querying the handler object for an image buffer
In addition to picking a suitable image data container from the already existing palette, careful design might also allow to use custom containers to directly pass the data to a library (in case the library provides its own buffering anyway), or write it directly to the output file (e.g. when writing image data to stdout). To make this compatible with multithreaded rendering, the following changes would have to be made:
Add code to detect when a row of SMP blocks has been finished, and call a certain method on the image handler object
Design the custom containers in such a way that they can buffer any number of unfinished SMP block rows as needed
|
|
172 | Image format | Unimp. Feature/TODO | 3.70 beta 39 | Very Low | Low | Re-implement progressive image output | Tracked on GitHub | |
Future release |
Task Description
With previous versions of POV-Ray, it was possible to turn off display output, but still assess the output during render by viewing the output file as it was progressively generated. This allowed e.g. to run a long render on a remote machine as a background process, and check the output from time to time via FTP or similar.
|
|
173 | Other | Feature Request | 3.70 beta 39 | Very Low | Low | Prevent POV-Ray for Windows from stealing focus | Closed | |
|
Task Description
In some cases it may be desirable to run POV-Ray from a batch file, without causing it to “steal the focus”.
I suggest making this dependant on whether POV-Ray is run with the /EXIT parameter.
|
|
174 | Setup/Install | Definite Bug | 3.70 beta 39 | Very Low | Medium | I/O Restriction defaults not being properly set for POV ... | Closed | |
3.70 RC7 |
Task Description
I/O Restriction defaults are not being properly set on a fresh install of POVWIN.
See this thread for more information.
|
|
175 | Radiosity | Feature Request | 3.70 beta 39 | Very Low | Low | Radiosity. Emissive and scattering media don't illumina ... | Closed | |
|
Task Description
Tested with beta 40. Also affect version 3.6.1 as reported in the discution group.
When using radiosity and emissive media. Any object, or part of, that is inside the media container is not affected by the illumination comming from the media.
When using scattering media, the light scattered by the media also don’t affect objects that are inside it’s container.
http://news.povray.org/povray.newusers/thread/%3C4cf8fe22%241%40news.povray.org%3E/
|
|
177 | Light source | Feature Request | 3.70 beta 39 | Very Low | Low | Add support for conserve_energy to shadow computations | Tracked on GitHub | |
|
Task Description
The following scene gives a comparison of current conserve_energy handling in standard shadow computations vs. photons.
Note how the rather highly reflective slabs fail to cast shadows, except where the photons target sphere enforces computation of shadow brightness to be done by the photons algorithm.
For more realistic shadowing without the need to enable photons, I suggest do add proper conserve_energy handling to the shadow computation code (which shouldn’t be too much effort).
global_settings {
max_trace_level 10
photons { spacing 0.003 media 10 }
}
camera {
right x*image_width/image_height
location <-2,2.6,-10>
look_at <0,0.75,0>
}
light_source {
<500,300,150>
color rgb 1.3
photons {
refraction on
reflection on
}
}
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb <0.6,0.7,1.0>]
[0.7 rgb <0.0,0.1,0.8>]
}
}
}
plane {
y, 0
texture { pigment { color rgb 0.7 } }
}
#declare M_Glass=
material {
texture {
pigment {rgbt 1}
finish {
ambient 0.0
diffuse 0
specular 0.2 // just to give a hint where the sphere is
}
}
interior { ior 1.0 }
}
#declare M_PseudoGlass=
material {
texture {
pigment {rgbt 1}
finish {
ambient 0.0
diffuse 0.5
specular 0.6
roughness 0.005
reflection { 0.3, 1.0 fresnel on }
conserve_energy
}
}
interior { ior 1.5 }
}
sphere {
<1.1,1,-1.3>, 1
material { M_Glass }
photons {
target 1.0
refraction on
reflection on
}
}
// behind target object
box {
<-0.2,0,-2.3>, <0.0,4,0.3>
material { M_PseudoGlass }
rotate z*1 // just to better see the reflection of the horizon
}
// before target object
box {
<2.4,0,-2.3>, <2.6,4,-0.3>
material { M_PseudoGlass }
photons { pass_through }
rotate z*1 // just to better see the reflection of the horizon
}
|
|
178 | Texture/Material/Finish | Feature Request | 3.70 beta 39 | Very Low | Low | Modify metallic reflection code to better work with con... | Tracked on GitHub | |
|
Task Description
The combination of metallic reflection with conserve_energy causes the reflection to lose colour, as demonstrated by the following scene:
global_settings {
max_trace_level 10
}
camera {
right x*image_width/image_height
location <-2,2.6,-10>
look_at <0,0.75,0>
}
light_source {
<500,300,150>
color rgb 1.3
}
sky_sphere {
pigment {
gradient y
color_map {
[0.0 rgb <0.6,0.7,1.0>]
[0.7 rgb <0.0,0.1,0.8>]
}
}
}
plane {
y, 0
texture { pigment { color rgb 0.7 } }
}
#declare M=
material {
texture {
pigment {rgbt <1.0,0.7,0.2,0.99>}
finish {
ambient 0.0
diffuse 0.5
specular 0.6
roughness 0.005
reflection { 0.8, 1.0 metallic }
conserve_energy
}
}
interior { ior 1.5 }
}
box {
<-0.2,0,-2.3>, <0.0,4,0.3>
material { M }
rotate z*5
rotate x*2
}
|
|
110 | Sample scenes | Definite Bug | 3.70 beta 37a | Very Low | Low | Sample Lathe Scenes no Longer work in 3.7 | Closed | |
3.70 beta 38 |
Task Description
The following line in the lathe1a.pov, lathe1b.pov, and lathe1c.pov appears to have an error in it.
<3.6.9>, <4, 1.1>, <3.4, 2>, <3, 1>, <2, 1>,
Although it works in version 3.6, only in 3.7 does a render time error ocurr.
Scene source should be adjusted to the following
<3.6, 0.9>, <4, 1.1>, <3.4, 2>, <3, 1>, <2, 1>,
|
|
111 | Parser/SDL | Definite Bug | 3.70 beta 37a | Very Low | Low | Remove_Bounds=off / -UR does not work properly | Closed | |
3.70 beta 38 |
Task Description
Automatic removal of user-specified bounding boxes cannot be disabled in current POV-Ray 3.7 betas; the Remove_Bounds ini file setting and the +/-UR command line option are silently ignored.
|
|
112 | Image format | Definite Bug | 3.70 beta 37a | Very Low | Low | OpenEXR alpha is only written when it shouldn't be | Closed | |
3.70 beta 38 |
Task Description
OpenEXR output currently writes an alpha channel when Output_Alpha=off (-UA), and does not write an alpha channel when Output_Alpha=on (+UA), i.e. doing it just the wrong way round.
|
|
114 | Preview | Definite Bug | 3.70 beta 37a | Very Low | Low | Mosaic Preview not displaying properly | Closed | |
|
Task Description
Mosaic preview display didn’t work as expected, given these command line options: +sp64 +ep16. The preview was solid colored instead of the coarse preview that you’d expect.
I’ve tested a fix to unix/disp_sdl.cpp from clipka and it appears to work.
|
|
115 | Texture/Material/Finish | Feature Request | 3.70 beta 37a | Very Low | Low | More cutaway_textures | Tracked on GitHub | |
Future release |
Task Description
Think this is still a problem. See the attached scene file. Find the WindowFrameSegment declaration for more info. The scene as-is shows the problem (SOME portions of the difference inherit the color of the room) the window opening is scaled larger to show that they AREN’T touching. The problem goes away when (in WindowFrameSegment) the 1st occurrence of the applied texture is commented out and the 2nd occurrence is uncommented, and cutaway_textures is commented out.
|
|
116 | Texture/Material/Finish | Definite Bug | 3.70 beta 37a | Very Low | Low | assertion fails when using "filter all" with small-pale ... | Closed | |
3.70 beta 38 |
Task Description
When using “filter all VALUE” with an image_map using a 4-bit (16-color) paletted bmp image, debug builds of POV-Ray fail with an assertion.
According to code analysis, other paletted image formats with <256 palette entries are also likely to be affected; similar assertion fails can be expected when using the “filter INDEX, VALUE” feature on such files with an index exceeding the palette size. “transmit” shows the same flaws.
|
|
117 | Sample scenes | Unimp. Feature/TODO | 3.70 beta 37a | Very Low | Low | Update Benchmark.pov | Closed | |
|
Task Description
The included scenes\advanced\benchmark.pov (v1.02)is different then the winpov menu render\run benchmark (v2.01).
The winpov menu render\run benchmark is missing some objects, turned off in early betas?
|
|
118 | Light source | Feature Request | 3.70 beta 37a | Very Low | Low | More efficient handling of fading lights | Tracked on GitHub | |
3.71 release |
Task Description
Currently, fading light sources are used for lighting and shadow calculations even when so far away as to no longer have any effect on the outcome. The proposed solution is to add a new keyword fade_cutoff_distance which tells povray to ignore the light source when alluminating a point at larger distance.
A sample implementation is provided in the attached files. These changes are still based on beta 34 as sources for the current beta are not yet available, and starting to merge changes to beta 35 only at this time didn’t seem worth the effort. Also, please disregard, changes in the CVS header comments (I also use CVS locally for managing source files).
Further considerations regarding this feature:
- For special effects this feature can also be used if the light source does not actually use fading. On the other hand, cutting the light at some distances can be considered an extreme form of fading which may justify the keyword name anyhow.
- Depending on how FS#46 is implemented, the test for cutoff may then be needed at another location as well.
- The default value currently is 0 (or *no* cutoff distance). For #version 3.7 of higher, the default could be chosen automatically based on the light source intensity and adc_bailout, although it may then need to be overriden by the user for extreme pigments.
|
|
119 | Documentation | Feature Request | 3.70 beta 37a | Very Low | Low | Table of Contents in each page of the docs | Closed | |
3.70 release |
Task Description
There should be a table of contents on each page of the documentation, or at least on the very long pages. Scrolling through the entire page to figure out what topics are covered sucks.
|
|
120 | Documentation | Compatibility Issue | 3.70 beta 37a | Very Low | Very Low | More library paths, wildcards | Closed | |
3.70 release |
Task Description
20 library paths is a bit small given the sheer number of include files I’ve collected over the years. An increase in the number, and/or the ability to include wildcards in the search path, would be great.
|
|
121 | Parser/SDL | Feature Request | 3.70 beta 37a | Very Low | Low | Option to render pixels randomly, or in Nth pixel | Closed | |
|
Task Description
Assuming there are no performance issues, it would be nice to tell Povray to select the pixels to render randomly, so that the image gets filled in gradually instead of from top to bottom and from left to right.
Also, maybe an option to tell it to render every Nth pixel.
|
|
122 | Parser/SDL | Feature Request | 3.70 beta 37a | Very Low | Low | #ELSEIF statement | Closed | |
3.70 beta 38 |
Task Description
Request an #ELSEIF statement in POV SDL.
|
|
123 | Parser/SDL | Feature Request | 3.70 beta 37a | Very Low | Low | #BREAK statement inside #WHILE and #FOR loops | Closed | |
|
Task Description
Request #BREAK statement inside #WHILE and #FOR loops.
|
|
125 | Parser/SDL | Feature Request | 3.70 beta 37a | Very Low | Very Low | System variable to track whether a file has been includ ... | Closed | |
|
Task Description
Request a system variable to test whether a scene file has been included by another scene file.
For instance:
#if (is_included)
camera {...}
#end
|
|
126 | Parser/SDL | Feature Request | 3.70 beta 37a | Very Low | Low | Explicit #RETURN statement inside macros | Closed | |
|
Task Description
In POV SDL it can sometimes be ambiguous what exactly a macro returns. An explicit #RETURNS statement would make this unambiguous.
|
|
127 | Parser/SDL | Feature Request | 3.70 beta 37a | Very Low | Low | Expandable arrays | Tracked on GitHub | |
Future release |
Task Description
Currently, arrays are of a fixed size. You can’t add or remove items to/from an array. I think it would like arrays to be expandable with no fixed and pre-determined size.
|