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 InPriority  descSeveritySummaryStatusProgressDue In Version
 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.
 262 Setup/InstallDefinite Bug3.70 RC6Very LowLow sources are being compiled twice on Linux Closed
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3.70 release Task Description

When running make on Linux, the backend source files (and possibly others?) are apparently compiled twice: first from the .../source/backend/ directory, and another time from the .../source/ directory. As an example, here are the corresponding lines for sphsweep.cpp:

g++ -DHAVE_CONFIG_H -I. -I../.. -I../.. -I../../source -I../../source -I../../source/base -I../../unix -I../../vfe 
-I../../vfe/unix -pthread -I/usr/include/OpenEXR    -pthread -I/usr/include  -pipe -Wno-multichar -Wno-write-strin
gs -fno-enforce-eh-specs -s -O3 -ffast-math -pthread -MT sphsweep.o -MD -MP -MF .deps/sphsweep.Tpo -c -o sphsweep.
o `test -f 'shape/sphsweep.cpp' || echo './'`shape/sphsweep.cpp
g++ -DHAVE_CONFIG_H -I. -I..  -I.. -I../source/backend -I../source/base -I../source/frontend -I../unix -I../vfe -I.
./vfe/unix -pthread -I/usr/include/OpenEXR    -pthread -I/usr/include  -pipe -Wno-multichar -Wno-write-strings -fno
-enforce-eh-specs -s -O3 -ffast-math -pthread -MT sphsweep.o -MD -MP -MF .deps/sphsweep.Tpo -c -o sphsweep.o `test 
-f 'backend/shape/sphsweep.cpp' || echo './'`backend/shape/sphsweep.cpp

This is especially annoying on platforms that are rather slow at compiling.

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.

 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.

 266 FrontendDefinite Bug3.70 RC6Very LowLow command line options in ini files don't accept quoted s ...Closed
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3.70 RC7 Task Description

Quoted strings as parameters to command-line options work on the command line but not in INI files; e.g.:

+i"test.pov"

Root cause has already been identified (actually the problem was found during code inspection) and a fix is under way.

 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.

 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
    }
  }
}

275Light sourceDefinite Bug3.70 RC7Very LowLowcircular area lights exhibit anisotropyTracked on GitHub
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Future release Task Description

circular area lights exhibit some anisotropy, being brighter along the diagonals than on average, as can be demonstrated with the following scene:

//+w800 +h800
#version 3.7;
global_settings{assumed_gamma 1}
plane{-z,-10 pigment{rgb 1} finish{ambient 0 brilliance 0}}
disc{0,z,10000,0.5}
camera{orthographic location z look_at 10*z up y*12 right x*12}
light_source{-10*z rgb 10 area_light 10*x 10*y 257 257 adaptive 4 circular}
 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
287Light sourceDefinite Bug3.70 RC7Very LowLowarea_illumination shadow calculationTracked on GitHub
50%
Future release Task Description

not sure if this is something needing further work or an intended effect.

Shadows from and area light with area_illumination on seem to follow the same shadow calculation as a standard area light by giving more weight to lights near the center of the array. I would assume the shadows would be calculated similarly to individual lights in the same pattern as the array by evenly distributing the amount of shadow equally for each light. But this is not what I see.

The code sample below when rendered with scene 1 will show shadows grouped near the center from the area light with area_illumination. If scene 1 is commented out and scene 2 is uncommented then rendered, you will see evenly distributed shadows from individual lights. Area lighting with area_illumination I would assume should give a result identical to scene 2. If scene 1 is rendered with area_illumination off, the shadow calculation is exactly the same as with area_illumination on.

example images rendered on win32 XP

#version 3.7;

global_settings {
 ambient_light 0
 assumed_gamma 1
}

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

background { rgb <.3, .5, .8> }
plane { y,0 pigment { rgb .7 } }
torus { 1.5,.1 rotate 90*x translate 4*z pigment { rgb .2 } }
plane { -z,-7 pigment { rgb .7 } }

/*
// scene 1
light_source{
  y
  1
  area_light 3*x, z, 7, 1
  area_illumination on
}
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 } }
}
// end scene 1
*/


// scene 2
#declare Light = light_source {
  0
  1/7
  looks_like { sphere { 0,.05 hollow pigment { rgbt 1 } interior { media { emission 10 } } } }
}

union {
 object { Light }
 object { Light translate .5*x }
 object { Light translate x }
 object { Light translate 1.5*x }
 object { Light translate -.5*x }
 object { Light translate -x }
 object { Light translate -1.5*x }
 translate y
}
// end scene 2

288Geometric PrimitivesPossible Bug3.70 RC7Very LowLowTolerance problem with refraction in blobs in CSG inter...Tracked on GitHub
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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
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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
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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

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

 304 Parser/SDLDefinite Bug3.70 RC7Very LowLow #for-loop may fail to perform last iteration Closed
100%
3.70 release Task Description

Using an end value of 1048576 or larger in a #for loop will cause the last iteration to be skipped, as can be demonstrated by the following code:

#declare N = 2000000;
#debug concat(”N = “,str(N, 0,50),”\n”)
#debug concat(”N-5 = “,str(N-5,0,50),”\n\n”)
#for (I, N-5, N, 1)

#debug concat("I   = ",str(I,0,50),"\n")

#end

(The limit was observed with a Win64 build; other builds may exhibit other limits or might even work fine, depending on the floating point engine used.)

As this limit is still far below the numeric precision limit, and a corresponding #while loop works fine with much higher values, this must be considered a bug rather than an inevitable limitation.

The bug can be tracked down to a faulty condition in tokenize.cpp, Parser::Parse_Directive(), CASE(END_TOKEN), case FOR_COND:

    if ( ((Step > 0) && (*CurrentPtr >= End + EPSILON)) ||
         ((Step < 0) && (*CurrentPtr <= End - EPSILON)) )

which should instead be:

    if ( ((Step > 0) && (*CurrentPtr > End + EPSILON)) ||
         ((Step < 0) && (*CurrentPtr < End - EPSILON)) )
 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.

309Parser/SDLDefinite Bug3.70 RC7Very LowLowWarning Message MissingTracked on GitHub
0%
3.71 release Task Description

Draw_Vistas, Light_Buffer, and Vista_Buffer (plus associated switches) do not issue warning when used, even tho code has been disabled.

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.

311User interfacePossible Bug3.70 releaseVery LowLowElepsed time error on very long rendersTracked on GitHub
0%
3.71 release Task Description

On a very long render, around day 24, the elapsed time display becomes incorrect, showing 4294967272d 4294967272h 4294967272m 4294967272s.

Found on Windows 7 64 bits and reproduced on Windows 7 32 bits.
NOT reported on other platforms.

 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?

 315 Geometric PrimitivesDefinite Bug3.70 releaseVery LowLow inverse keyword does not work properly with quadrics Closed
100%
3.71 release Task Description

As the following scene demonstrates, the “inverse” keyword produces unexpected results with quadrics.

Left: a sphere primitive as reference
Right: a sphere-shaped quadric primitive (sphere-shaped)

Top: plain
Bottom: inverse

The objects are clipped in half to better demonstrate the effect. Regular texture is shown in white, interior_texture in red; the surface normal of a selected point (blue) as returned by trace() is shown in green.

Note how the sphere’s surface normal, as well as the textures, are flipped when “inverse” is used (this is the intended standard behaviour of all objects), while the quadric’s normal and textures erroneously remain uchanged.

// +w800 +h600

#version 3.7;

global_settings{ assumed_gamma 1.0 }

#default{ finish { ambient 0.1 diffuse 0.9 specular 0.5 }} 

camera {
  perspective
  angle 40
  right     x*image_width/image_height
  location  <0,0,-10>
  look_at   <0,0,0>
}

light_source{ < 1000,3000,-3000> color rgb 1 }

background { color rgb 0.5 }

#declare T_White = texture { pigment { color rgb   1 } }
#declare T_Red   = texture { pigment { color red   1 } }
#declare T_Green = texture { pigment { color green 1 } }
#declare T_Blue  = texture { pigment { color blue  1 } }

#declare TopLeft     = sphere { 0, 1 }
#declare BottomLeft  = sphere { 0, 1 inverse }

#declare TopRight    = quadric { <1,1,1>, <0,0,0>, <0,0,0>, -1 }
#declare BottomRight = quadric { <1,1,1>, <0,0,0>, <0,0,0>, -1 inverse }

#macro Mac(Obj, P, D)
  union {
    #local N = <0,0,0>;
    #local O = <-0.6,0.4,-10>;
    #local Q = trace(Obj, O, D, N);
    #if (vlength(N) > 0)
      sphere { Q, 0.05 texture { T_Blue } }
      cylinder { Q, Q + N, 0.02 texture { T_Green } }
    #else
      cylinder { O, O + D*10000, 0.02 texture { T_Red } }
    #end
    object { Obj texture { T_White } interior_texture { T_Red } clipped_by { box { <-1,-1,-1>, <0,1,1> rotate y*30 } } }
    translate P
  }
#end

Mac(TopLeft,     <-1.2, 1.2, 0>, z)
Mac(TopRight,    < 1.2, 1.2, 0>, z)
Mac(BottomLeft,  <-1.2,-1.2, 0>, z)
Mac(BottomRight, < 1.2,-1.2, 0>, z)
 316 Geometric PrimitivesDefinite Bug3.70 releaseVery LowLow inverse keyword does not work properly with fractals Closed
100%
3.71 release Task Description

As the following scene demonstrates, the “inverse” keyword produces unexpected results with fractals.

Left: a sphere primitive as reference
Right: a julia fractal

Top: plain
Bottom: inverse

The objects are clipped in half to better demonstrate the effect. Regular texture is shown in white, interior_texture in red; the surface normal of a selected point (blue) as returned by trace() is shown in green.

Note how the sphere’s surface normal, as well as the textures, are flipped when “inverse” is used (this is the intended standard behaviour of all objects), while the fractal’s normal and textures erroneously remain uchanged.


// +w800 +h600

#version 3.7;

global_settings{ assumed_gamma 1.0 }

#default{ finish { ambient 0.1 diffuse 0.9 specular 0.5 }} 

camera {
  perspective
  angle 40
  right     x*image_width/image_height
  location  <0,0,-10>
  look_at   <0,0,0>
}

light_source{ < 1000,3000,-3000> color rgb 1 }

background { color rgb 0.5 }

#declare T_White = texture { pigment { color rgb   1 } }
#declare T_Red   = texture { pigment { color red   1 } }
#declare T_Green = texture { pigment { color green 1 } }
#declare T_Blue  = texture { pigment { color blue  1 } }

#declare TopLeft     = sphere { 0, 1 }
#declare BottomLeft  = object { TopLeft inverse }

#declare TopRight    = julia_fractal{ <-0.083,0.0,-0.83,-0.025> quaternion sqr max_iteration 8 precision 20 scale 0.9 }
#declare BottomRight = object { TopRight inverse }

#macro Mac(Obj, P, D)
  union {
    #local N = <0,0,0>;
    #local O = <-0.6,0.4,-10>;
    #local Q = trace(Obj, O, D, N);
    #if (vlength(N) > 0)
      sphere { Q, 0.05 texture { T_Blue } }
      cylinder { Q, Q + N, 0.02 texture { T_Green } }
    #else
      cylinder { O, O + D*10000, 0.02 texture { T_Red } }
    #end
    object { Obj texture { T_White } interior_texture { T_Red } clipped_by { box { <-2,-2,-2>, <0,2,2> rotate y*30 } } }
    translate P
  }
#end

Mac(TopLeft,     <-1.2, 1.2, 0>, z)
Mac(TopRight,    < 1.2, 1.2, 0>, z)
Mac(BottomLeft,  <-1.2,-1.2, 0>, z)
Mac(BottomRight, < 1.2,-1.2, 0>, z)
 318 Texture/Material/FinishDefinite Bug3.70 releaseVery LowLow method 3 (default) scattering media is too bright & cau ...Closed
100%
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 }
*/
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.

334Texture/Material/FinishFeature Request3.70 releaseVery LowLowHLS colorsTracked on GitHub
0%
Task Description

It would be nice to be able to specify colors in HLS as well as RGB.

Currently, you can use a macor to convert individual colors. But this does not work in color_maps where you want smooth gradations/interpolations between two or several colors.

335Parser/SDLPossible Bug3.70 releaseVery LowLowmacro works in variable but not in arrayTracked on GitHub
0%
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.

 336 Parser/SDLDefinite Bug3.70 releaseVery LowLow #fopen w/o OPEN_TYPE crash povray (segfault) Closed
100%
3.71 release Task Description

#fopen directive w/o OPEN_TYPE (yeah, I forgot it, some other languages have ‘read’ as default value)

expected behavior:
Parse error msg “line XXX, OPEN_TYPE missing in #fopen directive”, then stop.

observed behavior:
crash - Segfault err (core dump) in Parsing stage

minimal working example attached

 12 Texture/Material/FinishDefinite Bug3.70 beta 32Very LowVery Low facets pattern in normal map Closed
100%
3.70 RC6 Task Description

Using a facet pattern in a normal map results in a unspecified error in Evaluate_TPat at the render stage.
This probably should be caught at parse time to give a more descriptive error and a line number.

Example:

sphere {
  0, 1
  texture{
    pigment{rgb <1,1,1>}   
    normal {
      facets
      normal_map {
         [0 bumps ]
         [0.5 facets ]
         [1 bumps ]
      }
    } 
  }
}
20User interfaceFeature Request3.70 beta 32Very LowVery Lowrender window behaviorTracked on GitHub
0%
Task Description

When changing the behavior of the render window, “Keep above main”, requires restarting the POV editor to take effect. It would be nice either to get a warning to restart, or to get it to work without restarting.

 83 Source codePossible Bug3.70 beta 36Very LowVery Low redundant code in pvengine.cpp Closed
100%
3.70 beta 37 Task Description

In pvengine.cpp (file revision 154), lines 4003-4006 are exact duplicates of lines 3999-4002:

3997    case KEYWORD_LOOKUP_MESSAGE :
3998         hh_aklink.pszKeywords = (LPCSTR) lParam ;

3999         if (strncmp (hh_aklink.pszKeywords, "oooo", 4) == 0)
4000           hh_aklink.pszKeywords = ""  ;
4001         if (strncmp (hh_aklink.pszKeywords, "//", 2) == 0)
4002           hh_aklink.pszKeywords = ""  ;

4003         if (strncmp (hh_aklink.pszKeywords, "oooo", 4) == 0)
4004           hh_aklink.pszKeywords = ""  ;
4005         if (strncmp (hh_aklink.pszKeywords, "//", 2) == 0)
4006           hh_aklink.pszKeywords = ""  ;

4007         HtmlHelp (NULL, engineHelpPath, HH_KEYWORD_LOOKUP, (DWORD_PTR) &hh_aklink) ;
4008         return (true) ;

This duplication appears pretty much useless to me - or am I missing something?

 90 Parser/SDLDefinite Bug3.70 beta 36Very LowVery Low POV-Ray accepts additional patterns after "slope" Closed
100%
3.70 beta 37 Task Description

The following code is erroneously accepted by POV-Ray (tested with 3.7.0.beta.36):

pigment{
  slope { x }
  checker
}

The result is a checker pattern.

Apparently there is an EXIT statement missing in the slope-pattern parsing code in parstxtr.cpp.

 120 DocumentationCompatibility Issue3.70 beta 37aVery LowVery Low More library paths, wildcards Closed
100%
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.

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