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Re: Animation and memory issue

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Animation and memory issue
From: Frank Condello <developer at chaoticbox dot com>
Date: Sun, 24 Jul 2005 18:38:36 -0400
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <FF3D4383-F5B1-4405-A67F-BDF52954811A at miensoftware dot com> <D52AC133-DDD0-4558-8725-9508D39F6E79 at chaoticbox dot com> <F29BF550-E17D-4DD4-B907-AD971BCB8823 at miensoftware dot com>
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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