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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: Mon, 25 Jul 2005 04:45:54 -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> <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> <4B8067F5-6CC8-4F99-80CA-74EC961FB1AB at miensoftware dot com>
On 25-Jul-05, at 2:52 AM, Lo Saeteurn wrote:

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.

Object3D.Clone creates new (internal) display groups and adds references to each shape from the original object. So basically there's still only 1 trimesh, but it's got an extra reference for each clone (Quesa objects are reference counted just like RB's).

Replacing certain pointers with local memoryblocks may be a good idea anyway, since you can animate directly on your memoryblocks without digging through the trimeshes every time. You might want to take that approach further though, and build the trimeshes from scratch - that way you'll have total control over which memoryblocks are shared and which are unique.

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.

That's odd - the display group looks correct in your code, and I can't imagine how it could be responsible for something like that. There's likely a problem somewhere else, and it could just as easily be a bug in the Quesa Wrappers.

Frank.
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