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70 | POV-Ray | Photons | Unimp. Feature/TODO | 3.70 beta 34 | Low | High | load/save photons should be controlled via command line | Tracked 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.
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75 | POV-Ray | Geometric Primitives | Unimp. Feature/TODO | 3.70 beta 34 | Very Low | Medium | Replace POV_MALLOC with std::vector in shape code | Tracked on GitHub | |
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Task Description
In the files bezier.cpp, fpmetric.cpp, fractal.cpp, hfield.cpp, isosurf.cpp, lathe.cpp, poly.cpp, polygon.cpp, prism.cpp, sor.cpp, and sphsweep.cpp the use of POV_MALLOC can be replaced by std::vector quite easily because the containing class already is a C++ class. As this is a low hanging fruit for continued code cleanup, it should be done sooner rather than later.
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98 | POV-Ray | Refactoring/Cleanup | Unimp. Feature/TODO | 3.70 beta 36 | Defer | Medium | Refactor Windows UI code for Unicode support | Tracked on GitHub | |
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Task Description
Windows UI code should be refactored to use _TCHAR throughout instead of char, as well as the corresponding string function macros, to head for Unicode support.
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296 | POV-Ray | Geometric Primitives | Definite Bug | 3.70 RC7 | Defer | Medium | max gradient computation is not thread safe (isosurface... | Tracked on GitHub | |
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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)
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27 | POV-Ray | Other | Feature Request | 3.70 beta 32 | Very Low | Low | Add texture support to background statement | Tracked on GitHub | |
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Task Description
Adding full texture statement support to the background statement (with a scale of 1/1) aligned with the image_map direction of an image would allow i.e. specifying an image as background easily.
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28 | POV-Ray | Frontend | Feature Request | 3.70 beta 32 | Very Low | Low | #debug message not displayed. | Tracked on GitHub | |
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Task Description
The #debug message stream is only being flushed when it hits a newline character, instead of after each #debug statement. This means that some final strings don’t show up.
#debug "This line prints,\n but this line doesn't."
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145 | POV-Ray | Parser/SDL | Feature Request | 3.70 beta 37a | Very Low | Low | Stack trace report on error | Tracked on GitHub | |
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Task Description
In other languages if you encounter an error you’ll often be presented with a stack trace showing not only the file and line number the error occurred at, but also any calling functions and _their_ calling functions and so on.
Currently, Povray reports the line number of the error as well as the last five or so lines prior to the error. This is usually OK in simple scenes, but breaks down when you start making use of inclusion and macros.
Let’s say you have a macro located in a file that you then include in your scene. Within your scene you call the macro multiple times, passing input to it. However, by accident you pass _invalid_ input to the macro at some point, resulting in an error when parsing. In this case Povray will report the error as belonging to the macro whereas the actual bug exists in the calling code. If the macro is called more than once in your scene it can be difficult to figure out _which_ instance is the one supplying the bad input.
Not sure how much of this is achievable in Povray.
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245 | POV-Ray | Other | Feature Request | All | Defer | Low | POVMS message queue can fill up with GB of data for ver... | Tracked on GitHub | |
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Task Description
With very fast renders and very large output files, the message queue can fill up because the producers are not limited by IO, while the consumer performance is limited by disk IO. Consequently, the message queue can fill up to exhaust all available memory. The solution is to build in some better control of pending output data in the message queue on the producer side. This will also pave the way for message communication over slow links (i.e. a network).
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99 | POV-Ray | Refactoring/Cleanup | Unimp. Feature/TODO | 3.70 beta 36 | Defer | Very Low | Refactor engine (front- & back-end) code for Unicode su... | Tracked on GitHub | |
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Task Description
Front- & Back-end code should be refactored for full Unicode support in scene files and strings.
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