realbasic-games
[Top] [All Lists]

Re: animating trimeshs efficently

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: animating trimeshs efficently
From: Lo Saeteurn <realbasic at miensoftware dot com>
Date: Thu, 28 Jul 2005 12:15:18 -0700
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <DAB49B32-D2C6-43A0-9E72-83C95F6A235F at divergentmedia dot com>
If the number of points and triangles, textures, etc. does not change then I would just use my Animation engine. It takes care of everything for you.

If you would like to modify it for your specific need, you're welcome to do it.

On Jul 28, 2005, at 11:51 AM, Mike Woodworth wrote:

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


_______________________________________________
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>




_______________________________________________
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>

<Prev in Thread] Current Thread [Next in Thread>