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animating trimeshs efficently

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: animating trimeshs efficently
From: Mike Woodworth <mike at divergentmedia dot com>
Date: Thu, 28 Jul 2005 13:51:58 -0500
Delivered-to: realbasic-games at lists dot realsoftware dot com
hello,

i'm trying to build and animate a large trimesh as quickly as possible... it is a topography being built in realtime of the terrain in front of a vehicle. currently i'm triangulating all of this to a top down depth map. using franks quesa wrappers i build the first frame as a trimesh3d. my question is, for the next frame - the first update to this existing trimesh, what is the most efficient way to do this? the number of points and triangle to point configurations both remain the same - only the position of those points changes. is there a way to move those points without the overhead of rebuilding everything from scratch?

mike
--
Mike Woodworth
mike at divergentmedia dot com


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