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 InPrioritySeveritySummary  ascStatusProgressDue In Version
 103 Image formatDefinite Bug3.70 beta 37Very LowLow JPEG output does not conform to baseline JFIF standard Closed
100%
3.70 beta 38 Task Description

POV-Ray 3.7-generated JPEG image output files do not conform to the JFIF standard. Most importantly, the files written do not use the standard YCbCr color model (they seem to use plain RGB instead), nor do they have a proper JFIF tag.

As a consequence, some software may be unable to read the generated JPEG files properly. In addition, it seems that POV-Ray mixes up the Red and Blue channels.

 15 Geometric PrimitivesDefinite Bug3.70 beta 32Very LowMedium julia fractal, trace and inside cause crash Closed
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3.70 beta 33 Task Description

Using trace or inside with a julia fractal causes a crash.

#declare Test = julia_fractal {
  <-0.083,0.0,-0.83,-0.025>
  quaternion
  cube 
  max_iteration 8
  precision 20
};
#declare Norm = <0,0,0>;
#declare Hit = trace(Test,<0,0,-10>,z,Norm);
#declare Center = inside(Test,<0,0,0>); 
 224 EditorCompatibility Issue3.70 RC3Very LowLow Keyword Completion does not work for several names Closed
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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

 22 Parser/SDLDefinite Bug3.6Very LowMedium Known 3.6-only bug related to Splines and Token countin ...Closed
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3.65 Task Description

3.6x only bug with easy/known fix. Error message: “Identifier expected, incomplete function call or spline call found instead.” caused by token counter variable using the wrong special value. The symptom occurs when using a lot of splines. See this thread for details.

(I am using a self-compiled special build because I use a lot of splines in 3.6 but would rather use an official 3.6)

 274 Subsurface ScatteringDefinite Bug3.70 RC7Very LowLow light source fading doesn't work properly with area_ill ...Closed
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3.70 release Task Description

When using fade_distance and fade_power in combination with area_illumination, the light source fading is not applied to materials with subsurface scattering; see the following code for an example:


#version 3.7;
global_settings {
  assumed_gamma 1.0
  mm_per_unit 10
  subsurface { samples 200,20 }
}

camera {
  right x*image_width/image_height
  angle 30
  location  <0,1.5,-4>
  look_at   <0,0,0>
}

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 {
      checker
      color rgb <1.0, 0.8, 0.6>
      color rgb <1.0, 0.0, 0.0>
      scale 0.5
    }
  }
}

light_source {
  <50,50,50>
  color rgb 30
  area_light 5*x,5*y,17,17 adaptive 1 jitter circular orient
  area_illumination on
  fade_distance 10
  fade_power 2
}

cylinder {
  <0,0,0>, <0,0.2,0> 1
  texture {
    pigment { color rgb 1 }
    finish {
      ambient 0
      diffuse 0.7
      specular albedo 0.3
      reflection { 0.3 fresnel }
      conserve_energy
      subsurface { translucency 0.1 }
    }
  }
  interior { ior 1.5 }
}

sphere {
  <0,0.4,0>, 0.2
  texture {
    pigment { color rgb <1,0.6,0.0> }
    finish {
      ambient 0
      diffuse 0.0
      specular albedo 0.8 metallic
      reflection { 1.0 metallic }
      conserve_energy
    }
  }
}

70PhotonsUnimp. Feature/TODO3.70 beta 34LowHighload/save photons should be controlled via command lineTracked on GitHub
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Task Description

Just like radiosity load/save, the photon mapping load/save mechanism should be moved to the frontend and controlled via command-line switch, instead of being SDL-driven in the backend.

 180 Runtime errorDefinite Bug3.70 beta 40Very LowHigh lseek64(fileno(fd), ...) is not the same as fseek64(fd, ...Closed
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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.

335Parser/SDLPossible Bug3.70 releaseVery LowLowmacro works in variable but not in arrayTracked on GitHub
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Task Description

This doesn’t work:

#declare pavement_object = array[2]
{

object {trash_can_macro()	scale 3/4			translate -x * 1/2},
object {potted_plant_macro(_CT_rand2)	scale 3/4	scale 3/2	translate -x * 1/2}

}

This does work:

#declare trash_can_object = object {trash_can_macro()};
#declare potted_plant_object = object {potted_plant_macro(_CT_rand2)};
#declare pavement_object = array[2]
{

object {trash_can_object	scale 3/4			translate -x * 1/2},
object {potted_plant_object	scale 3/4	scale 3/2	translate -x * 1/2}

}

Logically, I cannot see a reason for this to be so.

 146 Parser/SDLPossible Bug3.70 beta 37aVery LowLow Macros are finnicky about how you type your code Closed
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Task Description

Macros are finicky about how you type your code. What works outside macros sometimes fails inside them. For more information see the threads:

“Problems with macro (3.6)”, in p.a-u, 06-09-10
“Bad operands”, in p.g, 05-20-10

Still not sure *what* exactly the problem was, but one of my workarounds ended up working.

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

 130 Parser/SDLFeature Request3.70 beta 37aVery LowHigh Master scene unit system variable Closed
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Task Description

Currently, many POV scenes/include files behave differently depending on the basic units used within the scene. Scaling them differently can affect things like ior and media. A master system variable that users can set to configure the scene’s units would be beneficial for sharing and collaboration purposes, so that person A’s glass interior works correctly in person B’s wine glass scene. Just like the #version system variable, it should have a default value but should be possible to explicitly override.

 291 Include filesPossible Bug3.70 RC7Very LowLow Math.inc: error in VDist function Closed
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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

296Geometric PrimitivesDefinite Bug3.70 RC7DeferMediummax gradient computation is not thread safe (isosurface...Tracked on GitHub
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3.71 release Task Description

It appears as a side effect of investigation of #294: the code in isosurf.cpp, inside
bool IsoSurface::Function_Find_Root_R(ISO_ThreadData& itd, const ISO_Pair* EP1, const ISO_Pair* EP2, DBL dt, DBL t21, DBL len, DBL& maxg)

	if(gradient < temp)
		gradient = temp;

is not thread-safe (The code is used at render time, there is a data race between < and = operation, as gradient is stored in the global object and accessed in write mode by the cited code)

It is only important if the gradient is initially undervaluated (otherwise, all is fine, no write-access)

 277 OtherPossible Bug3.70 RC7Very LowMedium Max Image Buffer Memory Does not Seem to Work Closed
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Task Description

In POV-Ray’s documentation it says:

3.2.2.2 Max Image Buffer Memory
This INI parameter sets the number of megabytes of RAM to allow for output image caching. If the output image happens to use more than this, a file backed temporary image is used instead.

I used this INI file option because the default value (128 megabytes) seemed insufficient. pov-state backend files were always created and they were remarkably larger than the resulting image (bmp) files. Consequently, I set

Max_Image_Buffer_Memory = 3096

in the INI file so that POV-Ray should, according to the documentation, now be able to use 3 gigabytes of RAM so no backend temporary file would be needed at all (this large they were never).

However, while POV-Ray was rendering I still discovered a pov-state file and it still had a similar size.

Now I am confused: did the INI option not work or have I misunderstood the documentation? If the former is the case, that would be a bug, wouldn’t it?

I tested both under Windows XP and Debian 6.0.5.

 1 BackendDefinite Bug3.70 beta 32Very LowMedium Mesh not smooth in 64-bit beta 32 Closed
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3.70 beta 33 Task Description

Beta 32 is failing to render a mesh2 smoothly on 64-bit XP - output shows flat triangles rather than smoothed triangles.
Issue is not present in 32-bit build.

Reported in http://news.povray.org/49e51489%241%40news.povray.org. Demo image rendered using standard chessmesh scene.

 261 CameraDefinite Bug3.70 RC6Very LowMedium mesh_camera distribution type 3 output image is placed  ...Closed
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Task Description

Output images are 0.5 pixels too right and 0.5 pixels too down (mesh_camera_bug.pov).

The error is cumulative when image files are used again as texture (run 10 times mesh_camera_bug_reuse.pov).

This can be compensated by adjusting UV maps (mesh_camera_fix.pov and mesh_camera_fix_reuse.pov).

Tested with and without anti-aliasing.

 329 DocumentationPossible Bug3.70 releaseVery LowLow Mesh_camera type 0 output seems Closed
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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.

 254 CameraDefinite Bug3.70 RC6Very LowMedium Mesh_camera type 0 output seems to be incorrect Closed
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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.

 255 CameraDefinite Bug3.70 RC6Very LowMedium Mesh_camera type 0 should compute per vertex or per fac ...Closed
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Task Description

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

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

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

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

 318 Texture/Material/FinishDefinite Bug3.70 releaseVery LowLow method 3 (default) scattering media is too bright & cau ...Closed
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3.71 release Task Description

The following scene demonstrates how media sampling method 3 gives inaccurate results with scattering media.

The scene shows four spheres with uniform media, using (left to right) sampling methods 1, 2 and 3 with default settings, and sampling method 3 with high minimum sample count, respectively.

Note how changing the sample count significantly affects the result, despite the media being uniform.

Code analysis shows that the root cause is an underestimation of the extinction effect on the light scattered by the media, corresponding in order of magnitude to half the distance between mandatory samples (as defined by minimum sample count).

The effect also leads to visible artifacts when nesting hollow objects inside the media, as can be demonstrated by un-commenting the four smaller spheres.

#version 3.7;

camera {
  perspective angle 25
  location  <0.0 , 0.0 ,-20.0>
  right     x*image_width/image_height
  look_at   <0.0 , 0.0 , 0.0>
}

light_source {
  <0,3000,-3000> color rgb 1
}

background { color rgb 0.5 }

plane {
  <0,1,0>, -1
  texture { pigment { checker color rgb<1,1,1>*1.2 color rgb<0.25,0.15,0.1>*0 } }
}

#declare T_Transparent = texture {
  pigment { color rgbt <1,1,1,1> } finish { diffuse 1 }
}

sphere { <-3,0,0>, 1.00 
  texture { T_Transparent }
  hollow
  interior {
    media {
      scattering { 1 color rgb 2 extinction 1 }
      method 1
    }
  }
}

sphere { <-1,0,0>, 1.00 
  texture { T_Transparent }
  hollow
  interior {
    media {
      scattering { 1 color rgb 2 extinction 1 }
      method 2
    }
  }
}

sphere { <1,0,0>, 1.00 
  texture { T_Transparent }
  hollow
  interior {
    media {
      scattering { 1 color rgb 2 extinction 1 }
      method 3
    }
  }
}

sphere { <3,0,0>, 1.00 
  texture { T_Transparent }
  hollow
  interior {
    media {
      scattering { 1 color rgb 2 extinction 1 }
      method 3
      samples 100
    }
  }
}

/*
sphere { <-3,0,0>,0.8 texture { T_Transparent } hollow }
sphere { <-1,0,0>,0.8 texture { T_Transparent } hollow }
sphere { < 1,0,0>,0.8 texture { T_Transparent } hollow }
sphere { < 3,0,0>,0.8 texture { T_Transparent } hollow }
*/
272OtherFeature Request3.70 RC6DeferVery LowMinor change, significant speedup in cubic polynomial s...Tracked on GitHub
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3.71 release Task Description

While familiarizing myself with the code, I found some small changes in the solve_cubic function that lead to a significant speedup.

In my experience, “pow” is by far the slowest function in math.h and replacing it with simpler functions usually makes a tremendous impact on the speed (it’s an order of magnitude slower than sqrt/exp/cbrt/log).

solve_cubic has a “pow” function that can be replaced by cbrt (cubic root), which is standard in ISO-C99 and should be available on all systems. Separate benchmarks of solve_cubic function show this change almost doubles the speed and does not lower the accuracy. As solve_cubic is part of the solution of quartic equation, this improves the speed for many primitives. Testing with a scene containing many torus intersection tests (attached below) I still observed almost 10% speedup (Intel, 4 threads, 2 hyperthreaded cores, antialiasing on, 600×600: from 91 to 84 seconds). And this is for a torus, where a lot of time is spent in the solve_quartic and cubic solver is only called once! Similar speedup should be expected for prism, ovus, sor and blob.

I do believe the cubic solver can be done without trigonometry, but that would mean changing the algorithm, introducing new bugs and requiring a lot of testing. However, the trigonometric evaluation can still be simplified (3% speedup in full torus benchmark).

These changes don’t affect the algorithm at all, they are mathematically identical to the existing code, so the changes can be applied immediately. I also included other changes just as suggestions. Every change is commented and marked with [SC 2.2013].

This sadly does not speedup the sturm solver, which uses bisection and regula-falsi and looks very optimized already.

The test scene I used has a lot of torus intersections from various directions (shadow rays, main rays, transmitted rays).

295User interfaceDefinite Bug3.70 RC7Very LowLowMinor GUI BugsTracked on GitHub
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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.

 213 Parser/SDLDefinite Bug3.70 RC3Very LowMedium Missing check for ios failbit/badbit: endless loop whil ...Closed
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3.70 RC4 Task Description

Hello,

this bug report relates to this thread: http://news.povray.org/povray.beta-test/thread/%3Cweb.4e0064d9a3970d212b256d410%40news.povray.org%3E/

In /unix/unixoptions.cpp around line 817:

while ( !Stream.eof() )
{
	// get and preprocess line
	std::getline(Stream, line);
	line = pre_process_conf_line(line);
	++line_number;
	// skip empty line
	if(line.length() == 0)
		continue;
        [...]
}

`Stream.eof()` could never be true as well as `line.length()` always can be zero, leading to an endless loop. In my case, the problem occurred due to my ~/.povray/3.7/povray.conf being a directory instead of a file.

To fix the problem, one has to consolidate this loop by not only checking for eofbit, but also for failbit and badbit of `Stream`. The getline() method on a directory does not set the eofbit, but it sets fail and bad (test: http://codepad.org/RiZGo3ia). According to http://www.cplusplus.com/reference/iostream/ios/operatornot/ fail and bad can be checked for by `!Stream`. A simple `if (!Stream) break;` within the loop fixes the problem (patch file attached).

Are there more missing checks on iostreams like this in the code? :) They should definitely be fixed.

Furthermore, one could think about using the boost filesystem library to be able to distinguish files and directories to provide good error messages.

Hope that helps,

Jan-Philip Gehrcke

 198 Parser/SDLDefinite Bug3.70 RC3Very LowMedium Missing closing brace in function definition causes mem ...Closed
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3.70 RC4 Task Description

Given the following two statements, a missing closing brace in the function declaration fn should throw a parse exception; instead it causes a memory access violation when trying to use fn in the second delcaration:

#local fn = function { 
  pigment { image_map { png "MultiPassBlobs3.png" gamma 1 map_type 0 once }} 
#local clr = fn(0,0,0);
 128 Parser/SDLFeature Request3.70 beta 37aVery LowLow Mixed-type arrays Closed
100%
Task Description

Currently, arrays may contain only one object type. Would be nice to eliminate this restriction and allow arrays to contain objects of different types.

178Texture/Material/FinishFeature Request3.70 beta 39Very LowLowModify metallic reflection code to better work with con...Tracked on GitHub
0%
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
}
115Texture/Material/FinishFeature Request3.70 beta 37aVery LowLowMore cutaway_texturesTracked on GitHub
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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.

118Light sourceFeature Request3.70 beta 37aVery LowLowMore efficient handling of fading lightsTracked on GitHub
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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.

 120 DocumentationCompatibility Issue3.70 beta 37aVery LowVery Low More library paths, wildcards Closed
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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.

196Subsurface ScatteringDefinite Bug3.70 RC3Very LowLowMore SSLT CaveatsTracked on GitHub
90%
Future release Task Description

when a prism is differenced with a primitive (cylinder in this case) if sslt is used it causes a seq fault. Reference distribution file logo.inc and the Povray_Logo_Prism definition.

 114 PreviewDefinite Bug3.70 beta 37aVery LowLow Mosaic Preview not displaying properly Closed
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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.

108Parser/SDLFeature Request3.70 beta 37Very LowLowmotion_blur feature similar to Megapov versionTracked on GitHub
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Future release Task Description

motion_blur which is a simple and effective feature to use in Megapov to simulate motion blur of, e.g. bird wings, propellers or running animals, would be a neat addition to version 3.7 and later.

In Megapov, the feature requires a line of code in the global_settings{} e.g.: motion_blur 10, 2
and a declaration for the moving object. e.g.:

motion_blur {
  type 0
  object{MyObject  material{MyMaterial rotate x*clock*2}}
  rotate x*clock*10
}

type represents several types of pre-defined motions.

Thanks,

Thomas

 113 Texture/Material/FinishDefinite Bug3.70 beta 37aLowHigh Multi-layered reflections broken Closed
100%
3.70 beta 38 Task Description

Reflections in multi-layered textures are broken in 3.7 betas, as can be demonstrated with the following scene showing two reflective hemispheres on a checkered plane:

camera {
  location  <1.0, 0.5, -4.0>
  direction 1.5*z
  right     x*image_width/image_height
  look_at   <0.0, 0.0,  0.0>
}

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>]
    }
  }
}

light_source {
  <0, 0, 0>            // light's position (translated below)
  color rgb <1, 1, 1>  // light's color
  translate <-30, 30, -30>
}

default {
 finish { diffuse 0 ambient 0 specular 0 }
}

// ----------------------------------------

plane {               // checkered floor
  y, -1
  texture
  {
    pigment { checker color rgb 1 color blue 1 }
    finish{ diffuse 0.8 ambient 0.1 }
  }
}

// left hemisphere
intersection {
  sphere { 0, 1 }
  plane { x, -0.002 }
  texture {
    pigment { color rgb 1 }
    finish{ reflection { 0.5 } }
  }
  texture {
    pigment { color rgbt 1 }
    finish{ reflection { 0.4 } }
  }
  texture {
    pigment { color rgbt 1 }
    finish{ reflection { 0.1 } }
  }
}

// right hemisphere
intersection {
  sphere { 0, 1 }
  plane { -x, -0.002 }
  texture {
    pigment { color rgb 1 }
    finish{ reflection { 1.0 } }
  }
}

Note that the reflection parameters of the left, multi-layered hemisphere sum up to 1.0, i.e. the same value as used in the single layer in the right hemisphere.

The first attached file (test_3.6.2.png), rendered with POV-Ray 3.6.2, shows the expected output: Both hemispheres appear to have the same reflectivity.

The second attached file (test_3.7.0.beta37a.png), rendered with POV-Ray 3.7.0.beta.37a, shows a much brighter left (multi-layered) sphere.

As it turns out, in order to get the expected result with POV-Ray 3.7.0.beta.37a, the reflectivity of each layer must be divided by 3, 2 and 1, respectively (which obviously does not sum up to 1.0):

  ...
  texture {
    pigment { color rgb 1 }
    finish{ reflection { 0.5 / 3 } }
  }
  texture {
    pigment { color rgbt 1 }
    finish{ reflection { 0.4 / 2 } }
  }
  texture {
    pigment { color rgbt 1 }
    finish{ reflection { 0.1 / 1 } }
  }
  ...
 54 Texture/Material/FinishDefinite Bug3.70 beta 32Very LowLow Multi-textured blobs fail to increment trace level Closed
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Task Description

Trace level is not handled properly with blobs using per-component reflective or refractive textures, leading to lockups. Stepping through the code, it seems that POV-Ray fails to properly mark the blob object as increasing the trace level.

(Until this bug is fixed, the issue can be worked around in most cases by assigning a reflective texture to the blob as a whole.)

 182 Texture/Material/FinishDefinite Bug3.70 beta 40LowHigh multi-textured blobs in intersections / differences bro ...Closed
100%
3.70 beta 41 Task Description

Multi-textured blobs are broken with 3.7 beta 40 when used inside an intersection, as can be demonstrated by the following scene:

#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 }

difference { blob {
  threshold 0.6
  sphere { < 0.75,   0,    0>, 1, 1 texture { pigment { color red 1 } } }
  sphere { <-0.375,  0.65, 0>, 1, 1 texture { pigment { color green 1 } } }
  sphere { <-0.375, -0.65, 0>, 1, 1 }
} }

With POV-Ray 3.7.0 beta 40, the entire blob is rendered with the default texture.

The same problem can be seen with “difference” or “merge” instead of “intersection”.

Omitting the CSG “envelope”, using “union”, or assigning the blob to a variable first and then using it inside an intersection, will yield the expected result.

POV-Ray 3.62 renders all variants as expected.

According to initial analysis, the problem appears to be caused by the dual use of the “MULTITEXTURE_FLAG”, which is used in CSG to indicate use of the “cutaway_textures” feature, and in blobs to indicate per-element texturing. (The same flag is also used in meshes to indicate per-face or per-vertex texturing, so similar problems are to expected there.)

My proposal is to use an entirely separate flag for the “cutaway_textures” feature (the blob and mesh can safely continue to share the MULTITEXTURE_FLAG).

 132 Geometric PrimitivesFeature Request3.70 beta 37aVery LowLow Native support for mesh-based surface approximations Closed
100%
Task Description

There are various scripts around the Net meant for approximating things like isosurfaces and parametric objects using meshes. It would probably run bit faster and be easier to use if this were supported natively within Povray. The feature would require an additional object parameter in order to toggle this behavior on/off.

226Geometric PrimitivesPossible Bug3.70 RC3Very LowLowNear-coincident surface accuracyTracked on GitHub
0%
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.)

 11 Configure/BuildCompatibility Issue3.70 beta 32Very LowLow Need to rename Rect to avoid clash with OSX Closed
100%
3.70 beta 33 Task Description

The Rect data type needs to be renamed to avoid a clash with a Mac OSX declaration. It was originally called Rectangle, but this clashed with a Windows declaration. Something more POV-specific should be used, e.g. PovRect.

 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.

 212 User interfaceFeature Request3.70 RC3Very LowLow Next beta: new desktop icon Closed
100%
Task Description

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

273OtherDefinite Bug3.70 RC6Very LowMediumNo automatic backup files from inc filesTracked on GitHub
0%
Task Description

If enabled, POVray always created backups of pov and inc files once per session.
Now using 3.7 RC6 only pov file backups are created but not from inc files.

 163 Parser/SDLUnimp. Feature/TODO3.70 beta 38Very LowMedium no pigment warning Closed
100%
Future release Task Description

no warning is issued when an object/primitive has no pigment type given

151Runtime errorPossible Bug3.70 beta 37aVery LowLowNo way to cancel save while parsing, never ending error...Tracked on GitHub
0%
Task Description

On Windows, when I try and save a file while it is being parsed prior to rendering, I get an error, “Failed to save file: The operation completed successfully”, with a single OK button to click. Despite the weird wording, I’m OK with that.

However after clicking OK I get the error, “Failed to save file ‘...’“, with three buttons: Cancel, Try Again, Continue. Not sure what “Continue” means in this context, given that the possibilities would seem to be covered by the other two buttons. Whatever.

Also, sometimes I get a message with only a single “Retry” button. Not sure what the exact message was.

Anyway, the real problem is that, regardless of which button I press, the program continues to spawning the same error message endlessly. Luckily there is a delay between them, but still it would be nice to have at least one of the three buttons *stop* POV-Ray from asking me again.

Also, once the program finishes parsing the file and it becomes possible once again to save the file, it does nothing. I.e. it doesn’t save the file. So what’s the point of the message and all the options? Why not just say, “Unable to save the file, file is parsing” and be done with it?

I think I recall the same behavior in 3.6.2, so it’s nothing new that’s been introduced.

 188 Texture/Material/FinishDefinite Bug3.70 RC1LowHigh no_reflection broken Closed
100%
3.70 RC2 Task Description

I rendered attached .pov file with both 3.62 and 3.7RC1, and got different output between them.
In 3.7RC1, it looks like no_reflection option of the black sphere doesn’t work.

 168 Texture/Material/FinishDefinite Bug3.70 beta 38Very LowMedium noise_generator default broken Closed
100%
3.70 beta 40 Task Description

[Original Title: “texture_map interpolation does not work correctly for some patterns”]

The below test scene should yield identical textures
T_STRAND1 and T_STRAND2 but this is not the case. Reported
and verified in

http://news.povray.org/povray.general/thread/%3C4cbd804b%241%40news.povray.org%3E/

The problem seems to affect bozo, bumps, dents, granite, spotted,
and maybe wrinkles. The problem was reported earlier in

http://news.povray.org/povray.beta-test/thread/%3C48112367%241%40news.povray.org%3E

with a comment that 3.6 gives the expected results

#declare C_STRAND = color rgb 1;

#declare C_CLEAR  = color rgb 0;

#declare T_STRAND = texture
{
  pigment {color C_STRAND}
}

#declare T_CLEAR = texture
{
  pigment {color C_CLEAR}
}

#declare T_STRANDS1 = texture
{
  pigment
  {
    granite scale 2 color_map
    {
      [0.0 color C_STRAND]
      [0.5 color C_CLEAR]
      [1.0 color C_CLEAR]
    }
  }
}

#declare T_STRANDS2 = texture
{
  granite scale 2 texture_map
  {
    [0.0 T_STRAND]
    [0.5 T_CLEAR]
    [1.0 T_CLEAR]
  }
}

plane
{
  z, 10
  texture {T_STRANDS1}
  //texture {T_STRANDS2}
} 
 155 Runtime errorDefinite Bug3.70 beta 38Very LowMedium Not able to run --benchmark Closed
100%
3.70 beta 39 Task Description

Compiled on linux (revision #5066),
./configure COMPILED_BY=”###” –disable-io-restrictions

the command: povray –benchmark

is failing:
Failed to parse INI file

povray –version

povray: this pre-release version of POV-Ray for Unix expires in 27 day(s) and 5 hour(s)
POV-Ray 3.7.0.beta.38

This is a time-limited beta test version which expires 31 Dec 2010.
General distribution is strongly discouraged.

Copyright 1991-2003 Persistence of Vision Team
Copyright 2003-2010 Persistence of Vision Raytracer Pty. Ltd.

Built-in features:

I/O restrictions:          disabled
X Window display:          enabled (using SDL)
Supported image formats:   gif tga iff ppm pgm hdr png jpeg tiff openexr
Unsupported image formats: -

Compilation settings:

Build architecture:  x86_64-unknown-linux-gnu
Built/Optimized for: x86_64-unknown-linux-gnu (using -march=native)
Compiler vendor:     gnu
Compiler version:    g++ 4.4.3
Compiler flags:      -pipe -Wno-multichar -Wno-write-strings -fno-enforce-eh-specs -s -O3 -ffast-math -march=native -pthread 
 231 Image formatFeature Request3.70 RC3Very LowLow Number of digits in file name at an animation Closed
100%
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

 49 Texture/Material/FinishPossible Bug3.70 beta 32Very LowLow number_of_waves default value not properly initialized Closed
100%
Task Description

When rendering a series of scenes (e.g. animation, or render queue in POV-Ray for Windows), number_of_waves is not properly reset to its default value between scenes, causing the parameter to default to the value set by the previous scene.

For instance, rendering the following scenes from a queue will cause “arches.pov” to be rendered differently the second time:

  1. scenes\textures\finishes\arches.pov
  2. scenes\textures\normals\normavg.pov
  3. scenes\textures\finishes\arches.pov (again!)
 186 Geometric PrimitivesDefinite Bug3.70 RC1Very LowLow numeric precision problem with polygon start/end points Closed
100%
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.

202Geometric PrimitivesDefinite Bug3.70 RC3Very LowLowNumerical oddities in Julia_FractalTracked on GitHub
0%
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.

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