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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: Mon, 25 Jul 2005 13:37:49 -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> <4B8067F5-6CC8-4F99-80CA-74EC961FB1AB at miensoftware dot com> <40DAC1AB-9ADD-4DDF-B37D-C0E885B609D6 at chaoticbox dot com> <EAA7040C-001D-4BB2-8B3B-6DD76F457D1E at miensoftware dot com> <04F31E3F-9A37-4202-BB77-39A17FD6B12F at chaoticbox dot com>
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 problem I'm encountering is how to register my Trimesh data to Quesa. Does this even need to be done? Is the object handle pretty much the pointer? If not, how do I get an object handle from this custom trimesh?

If I'm replacing an existing data (such as the vertex array), how do I dispose of it manually?

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.

Thanks for the info. How do I apply this to the new Trimesh data?

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