As you all probably know, I'm creating my own animation engine.
Now I have a problem with memory. Sure it is very memory efficient
when you have only 1 animation object, but the problem arises when
you want to have multiple models that animate at the same time:
When you clone an Object3D, the geometry and texture data are shared.
With animated objects, you can't share geometry because changing one
affects the other. So if I morph the points in one copy of that
model, all copies of that model will morph as well. If a character is
in the run state, every other model will be forced into the run state
or will jump to all sorts of crazy poses.
It would be simple to copy both the texture and geometry by using
the .AddShapeFromString, but that hogs an impractical amount of memory.
To solve this problem, I would have to separate the geometry and
share only the textures. I have no idea how to take texture from an
existing Object3D and share it with another. Also, I would need to
copy just the geometry from an Object3D and add it into a new Object3D.
If I can solve this issue, we will all benefit because now we can
easily add animation to our game that uses just a bit more memory
(60% more) than a non-animating object (same texture memory usage).
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