On 24-Jul-05, at 4:43 PM, Lo Saeteurn wrote:
I think I misunderstood what you said the first time I read it.
I think this is exactly what I'm doing (or want to do). I currently
have all the trimeshes stored locally in memoryblocks. All the
keyframes are shared between clones and I'm trying to keep just one
set of triangle indices and texture UVs for all the clones.
OK that sounds better...
What do you recommend is the best way to share everything except
the trimeshes?
That sentence contradicts what you previously said. I thought you're
trying to share textures, triangle indices, and texture UVs between
all cloned trimeshes? I'm more than a little confused now...
I'm not sure I see what the problem is - if all the trimesh data is
stored in memoryblocks, then the data is easily shared. When creating
a cloned trimesh make a copy of the memoryblocks containing the
vertex positions, and normals (and keep those copies in the clone)
but use pointers to the original UV's and triangle indices (etc). I
don't know how you're creating trimeshes though - you really need to
make them from scratch to ensure the data is yours and not just a
copy you got from Quesa.
This is one big reason I dropped Quesa as a game engine - it makes
simple things convoluted and unpredictable :/
Frank.
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