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-
- /--------------------------------------------------------------------\
- ] Unofficial POVRay v3.00 for Atari M680x0 platform (x-port v1.01) [
- \--------------------------------------------------------------------/
-
- This is the final version of my PovRay v3.00 MS-DOS port to the Atari
- platform. Previous versions lacked PNG support due to unported ZLIB
- and PNG libraries, but this situation has now been rectified.
-
- A brief word of warning:
-
- Although POVRay v3.00 is based heavily on the algorithms from Dieter
- Bayer's FTPOV v2.2 and is therefore much quicker than the official
- POVRay v2.2, it does contain a lot of new features which are every bit
- as intensive as they are impressive. It is quite easy to produce a
- scene that will take forever to render even on the fastest of fast
- platforms. This means a number of the example images will render
- relatively slowly, and so give the false impression POV3 is actually
- slower than some of it's predecessors. For this reason, it may be
- worth experimenting with a few of the older scenes & capabilities
- before diving into things like atmospheric effects, focal blur,
- attenuated glass, halos and some of the other new processor-killing
- functions which are now available.
-
- It is STRONGLY ADVISED you equip yourself with AT LEAST a 68030
- processor and probably a 68881 or 68882 floating-point coprocessor
- as well. There is support for vanilla 68000 and 68030, but be prepared
- for IMMENSELY long render times if you do have to take this route. If
- you are lucky enough to own a 68040 processor with integral FPU, then
- you are not going to have too much of a problem at all. If you are
- absolutely DROWNING in luck and happen to have a 68060-based 'Hades060'
- or something like that, then you have far too much disposable income,
- and considering the nature of POV, probably far too much free time as
- well. :)
-
- ]--------------------------------------------------------------------[
-
- Operation:
-
- The easiest way to launch POV is to add any special options to the
- POVRAY.INI file (or some other secondary INI file) and use:
-
- pov3.ttp -isource.pov [file.ini]
-
- You don't actually need to specify for the default POVRAY.INI file
- because POV will find it automatically so long as it's in the same
- directory as the program. You can also use the 'POVINI' environment
- variable to point POV towards a specific default INI file, but you
- will still need a minimal standard POVRAY.INI beside the executable.
-
- ~
-
- Alernatively, you can specify the in/out filenames in the INI file
- itself and just use:
-
- pov3.ttp [file.ini]
-
- You WILL need to specify POVRAY.INI here if you don't specify
- anything else or you will be presented with the help screen.
- Starting POV3 without a command line will ALWAYS bring up this
- help screen.
-
- ~
-
- Or if you are not keen on the INI file system (and why not???) you
- can always revert to the POV2 method:
-
- pov3.ttp -isource.pov -odest.tga -q9 +ft +dl +x +p +b30 povray.ini
-
- ...etc...etc...
-
- ~
-
- Launching animations is more complicated, and depends on how the
- animation is set up. See POVRAY.DOC for details.
-
- If you are using the 'internal animation loop' feature of POV3, then
- it is sufficient to set up the appropriate options in the main INI
- file in order to render an animation. If you are depending on the
- external animation loop, or shelling out to the CLI, then you will
- need to read the documentation because it can get very complicated.
-
- ]--------------------------------------------------------------------[
-
- Additions:
-
- Preview display feature
- -----------------------
-
- The most significant addition is 16-bit truecolour preview support
- (Falcon only) which can be invoked via the INI file or CLI. You can
- actually choose which 16-bit mode you want to use - low, medium or
- high (high is RGB only) and if you use Videlity, BlowUP, VI or
- FalconScreen, any custom TC modes you have set up will be available
- as required. Even if the mode is a non-standard aspect ratio (VGA
- medium = 320x480 or perhaps 416x624) then the program will adjust the
- preview render so it still looks 'square'.
-
- [BlowUP users: Because BlowUP can't differentiate between desktop
- resolutions when changing video mode, all modes (low, medium & high) will
- result in exactly the same screen display. If you have not enabled a
- BlowUP TC mode then the normal desktop modes will be available instead.]
-
- [ScreenBlaster users: Screenblaster has no VSetMode function, and so
- is completely incapable of supporting resolution changes other than
- via the Desktop. It can't be used with the preview modes for this very
- reason. Use another screen expander if you want preview support.]
-
- The video mode INI file options are as follows:
-
- Display = on/off - enable/disable truecolour display
-
- Video_Mode = l - low res: 320x200/320x240/custom low
- Video_Mode = m - med res: 320x400/320x480/custom med
- Video_Mode = h - high res: 640x400/640x480/custom high
-
- Alternatively, if you prefer to use the command line instead of the
- INI file, you can use:
-
- -d - disable display
-
- +dl - enable display (low res)
- +dm - enable display (med res)
- +dh - enable display (high res)
-
- The display mode supports the following capabilities:
-
- 1) Flexible truecolour display supporting both standard & custom modes.
- 2) Vista-buffer preview support.
- 3) Mosaic-preview support with automatic size correction.
- 4) Automatic display ratio correction - for 'brickbat' video modes.
- 5) Automatic size correction for images larger than display.
-
- Future expansion will allow overscan modes to be used on RGB monitors.
-
- Screenblanker
- -------------
-
- The second important addition is the built-in Falcon screenblanker.
- When both 'verbose' and 'display' are disabled, in the 68030+ versions,
- a built-in screenblanker will kick in immediately after parsing has
- finished. This screenblanker will only turn off when the scene is
- interrupted by a keypress or when the scene has completed. Moving the
- mouse will not have any effect. The screen blanker speeds up rendering
- by a few % and stops your monitor burning out in the process.
-
- Notes:
-
- * Because the preview modes are Falcon-specific, you should not
- attempt to use them on non-Falcon machines. The 68000 versions
- do support the display and screenblanker features, but that is
- only because they are based on the same sources. These features
- will only work on the Falcon. If you are using a non-Falcon
- machine, you should turn 'display' off and 'verbose' on.
-
- ]--------------------------------------------------------------------[
-
- Changes:
-
- There are some small extras implemented in the Atari version for
- various reasons. They are listed here:
-
- * When 'verbose' is disabled and 'display' is enabled, the credits
- will not be shown. This speeds up execution and prevents loads of
- text scrolling up the screen before anything happens. This is very
- annoying when you are not using a very large screen mode, and you
- have to wait for the scrolling to stop. Options are still shown for
- practical reasons. If you want to read the credits (if that is
- actually possible without redirecting the text into a file), then
- you can turn the verbose switch back on to return things to normal.
-
- * Because POV is such an excellent benchmarking program, it is
- useful to be provided with accurate timing information for each
- scene. Unfortunately, the original version used the system clock
- and so was only accurate to the nearest 2 seconds. This special
- version is internally accurate to 1/200th of a second, and the
- final figures are accurate to 2 decimal places.
-
- ]--------------------------------------------------------------------[
-
- Omissions:
-
- There are a number of things still missing from this Atari version and
- they are listed here for reference:
-
- * ASCII console interface. This is MSDOS specific, isn't actually
- needed for anything, and is quite annoying into the bargain. You
- are basically not missing very much!
-
- There may be other differences from the MSDOS version, but these are
- the ones I am currently aware of. There may also be some bugs which
- have not yet been discovered. Some bugs present in the MSDOS version
- have actually been fixed.
-
- ]--------------------------------------------------------------------[
-
- Bugs and other problems:
-
- There are a few minor bugs and inconsistencies specific to this port
- which are described here:
-
- * Multitasking support while using the display modes is unlikely to
- work at the moment. This will be corrected in future versions. It
- will however still work under Magic in single-tasking mode so it's
- not a particularly serious problem. It just means everything else
- has to stop while rendering takes place. The program will however
- multitask quite happily if you don't enable the display option.
-
- * The 68000/68881 version of the executable (POV3_SFP.TTP) has never
- actually been tested. In fact, the floating point libraries used
- in the program haven't even been tested since they were compiled
- specifically for the creation of this program. If it doesn't work
- then I'm afraid you'll just have to put up with the 68000 version.
-
- ]--------------------------------------------------------------------[
-
- Executables supplied:
-
- * POV3_68K.TTP - Atari/TOS compatible + 68000.
-
- This version should run on any Atari compatible machine, but it
- will run very slowly. It contains no instructions which are not
- supported on the 68000 processor. This means is the only binary
- capable of running on a standard ST or STE.
-
- * POV3_SFP.TTP - Atari/TOS compatible + 68000 + I/O mapped 68881/2.
-
- This version will _only_ run on a 68000 based Atari compatible
- with an I/O mapped 68881/2 coprocessor. This should include the
- Mega/MSTE with 68881 FPU, although it has never actually been
- tested...
-
- * POV3_030.TTP - Atari/TOS compatible + 68020/30/LC040.
-
- This version will run on any 68020, 68030, 68040/LC040 or even
- 68060 based Atari compatible, but it does not rely on a coprocessor
- and will therefore run relatively slowly. It is ideal for use with
- Falcon030, TT or PAK machines without an FPU. This is normally the
- version you have to put up with while you are waiting for your
- 68882 to arrive! :)
-
- * POV3_FPU.TTP - Atari/TOS compatible + 68020/30 + 68881/2.
-
- This version will only run on 68020 or 68030 based Atari compatibles
- with a 68881/2 coprocessor, or a 68040 or 68060 based machine with
- the appropriate FPSP (Floating Point Software Package) installed.
- This version is the best option for most Atari POV3 users, since
- Falcon and TT machines are easily equipped with an FPU if they do
- not contain one already. It is the second fastest of all these
- executables.
-
- * POV3_040.TTP - Atari/TOS compatible + 68040/60 + 68040/60 FPSP.
-
- This special version is compiled _specifically_ for 68040 or 68060
- based Atari compatibles with the appropriate FPSP (Floating Point
- Software Package) installed. It will not run on any other type
- of platform, due to it's extensive use of integral 68040 instuctions.
- This version of POV3 is the fastest version of all. If you have a
- 68040 or 68060, then you really should use this version!
-
- Notes:
-
- * Machines equipped with a 68LC040 will be forced to use the POV3_030
- binary because the LC chips have no integral FPU hardware.
-
- * For practical reasons, it is suggested that users attempt to obtain
- a hardware FPU if they do not have one already. POV3 is not the
- kind of program that will run quickly without an FPU, if indeed
- it can be called 'quick' under any circumstances - but lack of an
- FPU will significantly increase rendering times and may even be
- impractical for most purposes. The practical minimum specification
- required to run POV3 is usually a 68030+68882 running at 16MHz or
- more, but it depends a great deal on your level of patience. :)
-
- * All versions supplied with this package are GCC++ v2.7.2 generated.
-
- * I spent a long time experimenting with the GCC++ v2.7.2 compiler
- optimisation switches to get these programs running as fast as
- possible, so I know they are as close to 'fast' as they are going
- to get with that compiler. Versions generated with other compilers
- such as Lattice and Pure-C always result in slower code, except
- in the case of vanilla 68000, where Lattice appears to have a
- slight edge due to slightly better 68k software float libraries.
-
- * Anyone using the 68040 version should be made aware that installing
- a copy of the 'MC68040 ToolKit' driver software in the auto folder
- will GREATLY accelerate rendering to something like 250% normal
- expected performance. You can achieve even more speed by using the
- supplied ECBACK tool to enable the 68040 copyback-cache feature over
- the entire area of FastRAM. This typically yields an additional 20%
- improvement over the basic ToolKit-enhanced figures.
-
- ]--------------------------------------------------------------------[
-
- Notes:
-
- * The 16-bit display modes and screenblanking are only available on
- Falcon machines, and won't work on anything else. Don't try to use
- these features if you don't have a Falcon. Simply turn 'display'
- 'off' and 'verbose' 'on' to make sure these features are skipped.
-
- * The POVMSDOS.DOC file covers a number of points which are still
- relevant to this Atari version - mainly due to the fact it was
- ported from the MSDOS sourcecode. Any PC specific information
- however should be treated with due caution.
-
- ]--------------------------------------------------------------------[
-
- Have fun...
-
- :)
-
- Doug Little @ Black Scorpion ~ Jan '97
-