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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: Lo Saeteurn <realbasic at miensoftware dot com>
Date: Sun, 24 Jul 2005 23:52:25 -0700
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> <8F479F6E-AC0F-4117-8F81-68A68C3A43E1 at chaoticbox dot com> <DE4335D4-957D-49C7-86EC-C6304D6238FA at miensoftware dot com> <DCC3198F-BD3B-405D-B445-072E01D1716A at chaoticbox dot com>
The GetData call will create a copy inside Quesa of all the vertex data inside the trimesh (points, triangles, uvs, etc.). It doesn't copy the attribute set or textures however - it only grabs a reference to that stuff. So "t2" will be a copy of "t", with it's own points, triangles, uvs, (etc.), but it will share the same attribute set and texture shader.

If I simply clone the Object3D and change only the Point reference to point to another memoryblock (ptr), would that work? When I did this, it crashes when the memoryblock goes out of scope via RB's garbage collector. I solved this by storing it locally, but the Points in the Trimesh seems to still be shared across multiple objects. I think the problem is that the Trimeshes were the same for all objects so changing the reference of the Points affected all.

Although it should be easy enough to share triangle indices with a couple Trimesh3D Lock/Unlocks and a pointer assignment it will be more difficult to share texture UV's since they're mashed in with normals and other crap inside the vertex attribute lump. You can thumb through the Trimesh3D class source to see how to get a particular vertex attribute data pointer, but if you get stuck I can try to walk you through it (honestly I've forgotten how it all works!) Alternately you can just live with the extra triangle and UV copies in the clones - at least the textures will be shared.

I can't seem to even duplicate the Shape data correctly. The trimeshes comes out as a mess when rendered. I know I'm doing something wrong, but I don't know what. Even appending the existing Trimesh3D object (not the duplicate one) does the same thing so I must be using the display group incorrectly.

I can't thank you enough for your help. Now if I could only find what is wrong with how I'm using the display groups, I should be set. I'll read more into your documentation to see if I can find the problem.

  Dim status,i,c as integer
  dim data,dataPtr,mem as MemoryBlock
  dim dg as DisplayGroup3D
  Dim tmshes(0),tmsh,obj As Trimesh3D

  tmsh = self.GetFirstTrimeshInShape(0)
  if tmsh <> Nil then
    do
      tmshes.Append tmsh
      tmsh = self.GetNextTrimeshInShape(0, tmsh)
    Loop until tmsh = Nil
  end if

  dg=new OrderedDisplayGroup3D
  c=UBound(tmshes)
  for i=1 to c
    tmsh=tmshes(i)
    obj=new Trimesh3D(tmsh.GetData)
    dg.AddObject obj
  next

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