My ray-tracing app
Hi all,
I''ve been working on a ray-tracer that I would love for people to test out. It works fine on my computer but a person who downloaded it has been having problems. I''d like to get some feedback from others.
The url is bennywilson.dreamstation.com/class/program3.zip
My e-mail address is ben_wilson76706@yahoo.com
If the program crashes, would you be so kind as to send me the debug info from the console window(The program opens up 2 windows).
It''s slow and unoptimized so the scene make take a minute or 2 to render.
Thanks,
Ben Wilson
I downloaded and tried it, seems to run ok, when I start a render (ie type ~ scene4.txt), the console window says ''starting render'' then basically locks up, the OpenGL window stops being clickable etc. I don''t get why you have a FPS counter for a single frame raytracer, or is it just me? After a while it''ll stop and if I click the OpenGL window the app just exits.
System:
Athlon XP 1800
256MB 333 DDR
Ati Rage Pro (hehe, blew up my GeForce4 Ti 4400 so I''m stuck with this POS ) <- this could be the problem with the OpenGL window, although it does manage fairly well in other OGL apps.
System:
Athlon XP 1800
256MB 333 DDR
Ati Rage Pro (hehe, blew up my GeForce4 Ti 4400 so I''m stuck with this POS ) <- this could be the problem with the OpenGL window, although it does manage fairly well in other OGL apps.
Thanks for the input.
The FPS was left over from the last program I wrote(part of the shell code).
Did the scene actually render? It may seem to freeze up but it just takes a while(a long time actually) to render since I have not implemented any slick optimization routines(first hit speed up, BSP trees, or anything like that). It takes a minute or two to render on my machine(1.6GHZ AMD Athlon, 256MB, GeForce 2).
Again, thanks for the help.
Ben Wilson
The FPS was left over from the last program I wrote(part of the shell code).
Did the scene actually render? It may seem to freeze up but it just takes a while(a long time actually) to render since I have not implemented any slick optimization routines(first hit speed up, BSP trees, or anything like that). It takes a minute or two to render on my machine(1.6GHZ AMD Athlon, 256MB, GeForce 2).
Again, thanks for the help.
Ben Wilson
Ah right, fair enough.
I ran it about 7 times before I got bored, most of those it was in the background (ie IE6 on top). At one stage I did see the bottom part of a rendered scene on the OpenGL window, but once I clicked on it to bring it to foreground the app quit. All the other times the window remained black/not updated until I clicked it and it died.
I ran it about 7 times before I got bored, most of those it was in the background (ie IE6 on top). At one stage I did see the bottom part of a rendered scene on the OpenGL window, but once I clicked on it to bring it to foreground the app quit. All the other times the window remained black/not updated until I clicked it and it died.
It takes so long because there are no optimization, the objects are not stored in order, there is no hidden surface removal in terms of first hit(meaning all polygons are checked agains even those that cannot be hit), etc. I apologize for not clarifying this from the get-go.
If you cover up the window it will have to redraw the entire scene. Maybe I should flush the buffer.
I''m working on a scan-conversion process which I will incorporate with this ray-tracer to speed it up.
Ben
If you cover up the window it will have to redraw the entire scene. Maybe I should flush the buffer.
I''m working on a scan-conversion process which I will incorporate with this ray-tracer to speed it up.
Ben
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