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
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