At 8:56 AM +0100 4/26/04, Nick Lockwood wrote:
In the documentation Group3D's are described as being
computationally expensive (not a direct quote). I always wondered
about this - it seems a little vague. Computationally expensive
relative to what exactly?
Relative to not using them. Groups are like an extra object to the
rendering system, but one that has to be checked on each frame to see
if it's changed, so that it can update all of its contents as well.
So you wouldn't want to have dozens or hundreds of groups in a scene.
However, for a Klax-like game, where there's just one (or a few)
groups and you really are updating the group on every frame, it seems
like a fine solution. Without them, you'd have to do most of the
same math yourself anyway.
HTH,
- Joe
--
,------------------------------------------------------------------.
| Joseph J. Strout REAL Software, Inc. |
| joe at realsoftware dot com http://www.realsoftware.com |
`------------------------------------------------------------------'
_______________________________________________
Unsubscribe or switch delivery mode:
<http://support.realsoftware.com/listmanager/>
Search the archives of this list here:
<http://support.realsoftware.com/listarchives/lists.html>
|