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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