tag 173481 - moreinfo tag 173481 + unreproducible thanks Hi, please Cc: always <bugnr>@bugs.debian.org (in this case 173481) to get the messages logged for further reference... Douglas McIntosh wrote: > > Just tried it with this file the message exactly is: > > Error loading document file ... > Read-Error > Error loading converter. > > When I ran writer from the console I could see no error messages > outputed. > > If there is anything else I should check or try I will do so. > > Douglas > > The problem seems to occur with any text file. I cannot reproduce it. I opened just a few textfiles for testing (includeing the one you attached). And no one failed opening... (attaching the file again to get the others to try too) Regards, Rene -- .''`. Rene Engelhard -- Debian GNU/Linux Developer : :' : http://www.debian.org | http://people.debian.org/~rene/ `. `' rene@debian.org | GnuPG-Key ID: 248AEB73 `- Fingerprint: 41FA F208 28D4 7CA5 19BB 7AD9 F859 90B0 248A EB73
// Persistence of Vision Ray Tracer Scene Description File // File: .pov // Vers: 3.5 // Desc: // Date: // Auth: // ==== Standard POV-Ray Includes ==== #include "colors.inc" // Standard Color definitions #include "textures.inc" // Standard Texture definitions #include "functions.inc" // internal functions usable in user defined functions // ==== Additional Includes ==== // Don't have all of the following included at once, it'll cost memory and time // to parse! // --- general include files --- #include "arrays.inc" // macros for manipulating arrays #include "chars.inc" // A complete library of character objects, by Ken Maeno #include "consts.inc" // Various constants and alias definitions #include "debug.inc" // contains various macros for debugging scene files #include "logo.inc" // The official POV-Ray Logo in various forms #include "math.inc" // general math functions and macros #include "rad_def.inc" // Some common radiosity settings #include "rand.inc" // macros for generating random numbers #include "shapes.inc" // macros for generating various shapes #include "shapes2.inc" // some not built in basic shapes #include "shapesq.inc" // Pre-defined quartic shapes #include "skies.inc" // Ready defined sky spheres #include "stars.inc" // Some star fields #include "strings.inc" // macros for generating and manipulating text strings #include "sunpos.inc" // macro for sun position on a given date, time, and location on earth #include "transforms.inc" // transformation macros // --- textures --- #include "finish.inc" // Some basic finishes #include "glass.inc" // Glass textures/interiors #include "golds.inc" // Gold textures #include "metals.inc" // Metallic pigments, finishes, and textures #include "stones.inc" // Binding include-file for STONES1 and STONES2 #include "stones1.inc" // Great stone-textures created by Mike Miller #include "stones2.inc" // More, done by Dan Farmer and Paul Novak #include "woodmaps.inc" // Basic wooden colormaps #include "woods.inc" // Great wooden textures created by Dan Farmer and Paul Novak // create a regular point light source light_source { 0*x // light's position (translated below) color rgb <1,1,1> // light's color translate <-20, 40, -20> } // perspective (default) camera camera { location <0.0, 15.0, -30.0> look_at <0.0, 0.0, 0.0> right x*image_width/image_height } // set a color of the background (sky) background { color rgb <0.1, 0.3, 0.8> } // An infinite planar surface // plane {<A, B, C>, D } where: A*x + B*y + C*z = D plane { y, // <X Y Z> unit surface normal, vector points "away from surface" -30.0 // distance from the origin in the direction of the surface normal hollow on // has an inside pigment? texture { pigment { // (---surface color---) // pattern for use in texture/pigment/normal/density cells // random value cube cells color_map { // color map [0.1 color red 1] [0.5 color rgbf 1] } turbulence 0.5 // some turbulence scale <1,3,1> // transformations } normal { // (---surface bumpiness---) cells 0.3 // some pattern (and intensity) turbulence 0.5 // some turbulence scale <1,3,1> // transformations } finish { // (---surface finish---) ambient 0.2 specular 0.6 // shiny } } } // CSG merge, merge all of shapes 1...N // like 'union', but melted together so no overlap seam lines inside merge { // create a box that extends between the 2 specified points box { <-10, -1, -1> // one corner position <X1 Y1 Z1> < 10, 1, 1> // other corner position <X2 Y2 Z2> texture { pigment { // (---surface color---) wood // some pattern turbulence 0.5 // some turbulence scale <1,3,1> // transformations } finish { // (---surface finish---) ambient 0.2 specular 0.6 // shiny } } } box { <-1, -20, -1> // one corner position <X1 Y1 Z1> < 1, 10, 1> // other corner position <X2 Y2 Z2> texture { pigment { // (---surface color---) wood // some pattern turbulence 0.5 // some turbulence scale <1,3,1> // transformations } finish { // (---surface finish---) ambient 0.2 specular 0.6 // shiny } } } }
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