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Revision: 1.2
Committed: Thu Jan 1 19:31:45 2004 UTC (20 years, 6 months ago) by greg
Branch: MAIN
CVS Tags: rad3R6, rad3R6P1
Changes since 1.1: +12 -7 lines
Log Message:
Renamed rview, lam, calc, and neat to rvu, rlam, icalc, and neaten

File Contents

# User Rev Content
1 greg 1.1 Here is a list of compile switches, used to customize Radiance code
2     for specific machines and users:
4     -DMC If set, switches from default low-discrepency sequence
5     sampling to true (pseudorandom) Monte Carlo. Use if
6     the "brushed" appearance of specular highlights and
7     penumbras bothers you.
9     -DALIGN=(type) Alignment type, machine-dependent. Most RISC
10     architectures align on 8-word boundaries (double).
11     The default alignment type is int.
13     -DSPEED=(MIPS) Millions of instructions per second for this
14     processor (approximate). This is used to decide
15     certain unimportant timing issues such as how many
16 greg 1.2 rays to trace before checking input in rvu and
17 greg 1.1 whether or not to optimize the color table in ximage
18     on 8-bit displays.
20 greg 1.2 -DWFLUSH=(rays) Override for number of rays before flush in rvu.
21 greg 1.1
22     -DBSD Operating system has a strong Berkeley flavor, meaning
23     that bcopy() and bzero() are present but maybe memcpy()
24     and memset() are not. (See common/standard.h for other
25     things this flag affects.) Also affects certain system
26     calls, such as signal handling and resource tracking.
28 greg 1.2 -DSMLMEM The system has little RAM available, so size hash
29     tables and the like accordingly. Only allows for
30     small scene descriptions (32,256 primitives).
31 greg 1.1
32     -DSMLFLT This setting tells Radiance to use short floats
33 greg 1.2 (32 bits) throughout, which saves lots of memory
34 greg 1.1 but can cause calculation inaccuracies in many
35     cases. Its use has been discontinued for this reason.
36 greg 1.2
37     -DSHADCACHE=N The array size to use for caching occluders.
38     Setting this to 0 turns off this optimization.
39     Values greater than 20 use over 4 Kbytes per
40     light source, which can add up to a lot of
41     memory in scenes with many sources.