Difference between revisions of "HowTo:Known Issues"
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m (Adding blurb about media bright/dark speckling.) |
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<p>Quick list of general <em>known issues</em> with the <em>version 3.7</em> and the <em>3.7.1</em> pre-release:</p> | <p>Quick list of general <em>known issues</em> with the <em>version 3.7</em> and the <em>3.7.1</em> pre-release:</p> | ||
<ol> | <ol> | ||
− | <li>Due to problems with <em>X11</em> libraries, some special command line parameters are not available | + | <li>Unix users. Due to problems with <em>X11</em> window libraries, some special command line parameters, such as -geometry, are not available. These were previously enabled via X11 itself. However, a preview display can still be enabled if building from source and the optional [http://www.libsdl.org SDL Simple Directmedia Layer (V1.2)] development library is available to link against.</li> |
<li>While utf-8 support is available in scene files, there are still issues with file names using non-ASCII characters. Meaning a user running in utf-8 or equivalent must take care to use only ASCII characters for all scene related file and directory names. See: [https://github.com/POV-Ray/povray/issues/152 github issue 152]</li> | <li>While utf-8 support is available in scene files, there are still issues with file names using non-ASCII characters. Meaning a user running in utf-8 or equivalent must take care to use only ASCII characters for all scene related file and directory names. See: [https://github.com/POV-Ray/povray/issues/152 github issue 152]</li> | ||
<li>Agressive Anti-Aliasing (AA) usually addresses bright and dark speckles sometimes seen with media where rays glance - tangentially - to a mathematical surface in a way which confuses interval determination for sampling. Further, while using 'sturm on' is usually a help, it tends to make such media speckling worse. Search the newsgroups for more detail.</li> | <li>Agressive Anti-Aliasing (AA) usually addresses bright and dark speckles sometimes seen with media where rays glance - tangentially - to a mathematical surface in a way which confuses interval determination for sampling. Further, while using 'sturm on' is usually a help, it tends to make such media speckling worse. Search the newsgroups for more detail.</li> | ||
</ol> | </ol> | ||
− | <p>The developer's issue tracking can be at [https://github.com/POV-Ray/povray/issues Github Issue Tracking System]</p> | + | <p>The developer's issue tracking can be found at [https://github.com/POV-Ray/povray/issues Github Issue Tracking System]</p> |
Revision as of 11:56, 21 November 2016
Known Issues
Quick list of general known issues with the version 3.7 and the 3.7.1 pre-release:
- Unix users. Due to problems with X11 window libraries, some special command line parameters, such as -geometry, are not available. These were previously enabled via X11 itself. However, a preview display can still be enabled if building from source and the optional SDL Simple Directmedia Layer (V1.2) development library is available to link against.
- While utf-8 support is available in scene files, there are still issues with file names using non-ASCII characters. Meaning a user running in utf-8 or equivalent must take care to use only ASCII characters for all scene related file and directory names. See: github issue 152
- Agressive Anti-Aliasing (AA) usually addresses bright and dark speckles sometimes seen with media where rays glance - tangentially - to a mathematical surface in a way which confuses interval determination for sampling. Further, while using 'sturm on' is usually a help, it tends to make such media speckling worse. Search the newsgroups for more detail.
The developer's issue tracking can be found at Github Issue Tracking System