On 25-Jul-05, at 12:14 PM, Lo Saeteurn wrote:
This seems like the only route I can take. It also doesn't look
like I can use the Quesa wrappers to directly change the pointers.
After looking though the trimesh code, I can see the offset of all
the pointers so thanks for your help.
Yes unfortunately the built-in Trimesh3D methods have to make data
copies for certain things in order to work without requiring special
maintenance of the blocks elsewhere. But as you've noticed, the
Trimesh3D class provides constants for all the offsets and methods to
grab/return the raw data directly from/to Quesa, so hopefully that'll
make things easier. One thing I didn't add was a public interface to
pick out vertex/face attribute data (which you'll need for UV's and
normals) but if you change the "Trimesh3D.GetAttributeDataPtr"
function from private to public, it should do everything you'll need.
Frank.
–––––––––––––––––––––––––––––––––
Open Source RB Goodies and Shareware
<http://developer.chaoticbox.com/>
<http://www.chaoticbox.com/>
–––––––––––––––––––––––––––––––––
_______________________________________________
Unsubscribe or switch delivery mode:
<http://www.realsoftware.com/support/listmanager/>
Search the archives of this list here:
<http://support.realsoftware.com/listarchives/lists.html>
|