| - | POVUNI_S.TGZ or POVUNI_S.TAR.GZ - The C source code for POV-Ray for Unix. Either archive contains full generic source, Unix and X-Windows specific source. |
| - | POVUNI_D.TGZ or POVUNI_D.TAR.GZ or any archive containing the sample scenes, standard include files and documentation. This could be the Linux or SunOS executable archives described above. |
| - | A C compiler for your computer and KNOWLEDGE OF HOW TO USE IT. Although we provide source code for generic Unix systems, we do not provide technical support on how to compile the program. |
| - | A text editor capable of editing plain ASCII text files. |
Recommended:
| - | Math co-processor. |
| - | 8 meg or more RAM. |
| - | Graphic file viewer capable of viewing PPM, TGA or PNG formats. |
Optional:
| - | X Windows if you want to be able to display as you render. |
| - | You will need the X-Windows include files as well. If you're not familiar with compiling programs for X-Windows you may need some help from someone who is knowledgeable at your installation because the X include files and libraries are not always in a standard place. |
All versions of the program share the same ray-tracing features like shapes, lighting and textures. In other words, an IBM-PC can create the same pictures as a Cray supercomputer as long as it has enough memory.
The user will want to get the executable that best matches their computer hardware. See the section "Where to Find POV-Ray Files" for where to find these files. You can contact those sources to find out what the best version is for you and your computer.
The first question you should ask yourself before proceeding is Do I really need to compile POV-Ray at all? Official POV-Ray Team executable versions are available for MS-DOS, Windows 3.1x/95/NT, Mac 68k, Mac Power PC, Amiga, Linux for Intel x86, and SunOS. Other unofficial compiles may soon be available for other platforms. If you do not intend to add any custom or experimental features to the program and if an executable already exists for your platform then you need not compile this program yourself.
If you do want to proceed you should be aware that you are very nearly on your own. The following sections and other related compiling documentation assume you know what you are doing. It assumes you have an adequate C compiler installed and working. It assumes you know how to compile and link large, multi-part programs using a make utility or an IDE project file if your compiler supports them. Because makefiles and project files often specify drive, directory or path information, we cannot promise our makefiles or projects will work on your system. We assume you know how to make changes to makefiles and projects to specify where your system libraries and other necessary files are located.
In general you should not expect any technical support from the POV-Ray Team on how to compile the program. Everything is provided here as is. All we can say with any certainty is that we were able to compile it on our systems. If it doesn't work for you we probably cannot tell you why.
There is no technical documentation for the source code itself except for the comments in the source files. We try our best to write clear, well- commented code but some sections are barely commented at all and some comments may be out dated. We do not provide any technical support to help you to add features. We do not explain how a particular feature works. In some instances, the person who wrote a part of the program is no longer active in the Team and we don't know exactly how it works.
When making any custom version of POV-Ray or any unofficial compile, please make sure you read and follow all provisions of our license in "Copyright". In general you can modify and use POV-Ray on your own however you want but if you distribute your unofficial version you must follow our rules. You may not under any circumstances use portions of POV-Ray source code in other programs.
In general, there are separate archives for each hardware platform and operating system but each of these archives may support more than one compiler. For example here is the directory structure for the MS-DOS archive.
SOURCE SOURCE\LIBPNG SOURCE\ZLIB SOURCE\MSDOS SOURCE\MSDOS\PMODE SOURCE\MSDOS\BORLAND SOURCE\MSDOS\DJGPP SOURCE\MSDOS\WATCOM
The source directory contains source files for the generic parts of POV-Ray that are the same on all platforms. The source\libpng contains files for compiling a library of routines used in reading and writing PNG (Portable Network Graphics) image files. The source\zlib contains files for compiling a library of routines used by libpng to compress and uncompress data streams. All of these files are used by all platforms and compilers. They are in every version of the source archives.
The source\msDOS directory contains all source files for the MS-DOS version common to all supported MS-DOS compilers. The pmode sub-directory contains source files for pmode.lib which is required by all MS-DOS versions. The borland, djgpp, and watcom sub-directories contain source, makefiles and project files for C compilers by Borland, DJGPP and Watcom.
The source\msDOS directory is only in the MS-DOS archive. Similarly the Windows archive contains a source\windows directory. The Unix archive contains source/unix etc.
The source\msDOS directory contains a file cmpl_msd.doc which contains compiling information specific to the MS-DOS version. Other platform specific directories contain similar cmpl_xxx.doc files and the compiler specific sub-directories also contain compiler specific cmpl_xxx.doc files. Be sure to read all pertinent cmpl_xxx.doc files for your platform and compiler.
For example different operating systems use different characters as a separator between directories and file names. MS-DOS uses back slash, Unix a front slash or Mac a colon. The config.h file for MS-DOS and Windows contains the following:
which tells the generic part of POV-Ray to use a back slash.
Every customization that the generic part of the code needs has a default setting in the file source\frame.h which is also included in every module after config.h. The frame.h header contains many groups of defines such as this:
which basically says if we didn't define this previously in config.h then here's a default value. See frame.h to see what other values you might wish to configure.
If any definitions are used to specify platform specific functions you should also include a prototype for that function. The file source\msDOS\config.h, for example, not only contains the macro:
to define the name of the graphics display initialization function, it contains the prototype:
If you plan to port POV-Ray to an unsupported platform you should probably start with the simplest, non-display generic Unix version. Then add new custom pieces via the config.h file.
Be sure to read the cmpl_xxx.doc files in your platform specific and compiler specific directories for some more minor help if you are working on a supported platform or compiler.
Good luck!
The comp.graphics.rendering.raytracing newsgroup has many competent POV-Ray users that are very willing to share their knowledge. They generally ask that you first browse a few files to see if someone has already answered the same question, and of course, that you follow proper "netiquette". If you have any doubts about the qualifications of the folks that frequent the group, a few minutes spend at the Ray Tracing Competition pages at www.povray.org will quickly convince you!
510-524-2780 (PM14400FXSA v.32bis 14.4k, Public) 510-524-2165 (USR DS v.32bis/HST 14.4k, Subscribers)
Formerly known as ADEnet, PCGnet is a new network created from the ground up, incorporating new nodes and focusing evenly on both CAD and graphics related topics, including, but not limited to the following topics: design, drafting, engineering, 2d and 3d modeling, multimedia, systems, raster imaging, raytracing, 3d rendering and animation.
PCGnet is designed to serve the needs of all callers by stimulating interest and generating support forums for active users who have an interest in the CAD and graphics related topics previously mentioned; interest and support is generated through PCGnet's message conferences, file sharing across the network, and industry news and press releases. PCGnet's message conference are moderated forums designed to accommodate friendly, yet professional and informative discussion of CAD and graphics related subjects.
TGA BBS serves as the central hub for a large network of graphics-oriented BBS systems around the world. Following is a concise listing of active PCGNet nodes at the time of this writing. The POV-Team can not vouch for the currency of this information, nor verify that any of these boards may carry POV-Ray.
USA and Canada
411-Exchange Alpharetta GA 404-345-0008
Autodesk Global Village San Rafael CA 415-507-5921
CAD/Engineering Services Hendersonville TN 615-822-2539
Canis Major Nashville TN 615-385-4268
CEAO BBS Columbus OH 614-481-3194
CHAOS BBS Columbia MO 314-874-2930
Joes CODE BBS West Bloomfield MI 810-855-0894
John's Graphics Brooklyn Park MN 612-425-4436
PC-AUG Phoenix AZ 602-952-0638
SAUG BBS Bellevue WA 206-644-7115
Space Command BBS Kennewick WA 509-735-4894
The CAD/fx BBS Mesa AZ 602-835-0274
The Drawing Board BBS Anchorage AK 907-349-5412
The Graphics Alternative El Cerrito CA 510-524-2780
The Happy Canyon Denver CO 303-759-3598
The New Graphics BBS Piscataway NJ 908-271-8878
The University Shrewsbury Twp NJ 908-544-8193
The Virtual Dimension Oceanside CA 619-722-0746
Time-Out BBS Sadsburyville PA 610-857-2648
Australia
MULTI-CAD Magazine BBS Toowong QLD 61-7-878-2940
My Computer Company Erskineville NSW 61-2-557-1489
Sydney PCUG Compaq BBS Caringbah NSW 61-2-540-1842
The Baud Room Melbourne VIC 61-3-481-8720
Austria
Austrian AutoCAD User Group Graz 43-316-574-426
Belgium
Lucas Visions BBS Boom 32-3-8447-229
Denmark
Horreby SuperBBS Nykoebing Falster 45-53-84-7074
Finland
DH-Online Jari Hiltunen 358-9-40562248
Triplex BBS Helsinki 358-9-5062277
France
CAD Connection Montesson 33-1-39529854
Zyllius BBS! Saint Paul 33-93320505
Germany
Ray BBS Munich Munich 49-89-984723
Tower of Magic Gelsenkirchen 49-209-780670
Netherlands
BBS Bennekom: Fractal Board Bennekom 31-318-415331
CAD-BBS Nieuwegein 31-30-6090287
31-30-6056353
Foundation One Baarn 31-35-5422143
New Zealand
The Graphics Connection Wellington 64-4-566-8450
The Graphics Connection II New Plymouth 64-6-757-8092
The Graphics Connection III Auckland 64-9-309-2237
Slovenia
MicroArt Koper 386-66-34986
Sweden
Autodesk On-line Gothenburg 46-31-401718
United Kingdom
CADenza BBS Leicester, UK 44-116-259-6725
Raytech BBS Tain, Scotland 44-1862-83-2020
The Missing Link Surrey, England 44-181-641-8593
Country or long distance dial numbers may require additional numbers to be used. Consult your local phone company.