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Re: animating trimeshs efficently

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: animating trimeshs efficently
From: Mike Woodworth <mike at divergentmedia dot com>
Date: Thu, 28 Jul 2005 16:16:38 -0500
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <DAB49B32-D2C6-43A0-9E72-83C95F6A235F at divergentmedia dot com> <a0620071dbf0edebc3678 at [10 dot 0 dot 1 dot 2]>

On Jul 28, 2005, at 2:14 PM, Joseph J. Strout wrote:

At 1:51 PM -0500 7/28/05, Mike Woodworth wrote:


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?


Move the points.


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?


Yes, absolutely. You just get a reference to the point array, and poke your new values into it. This was illustrated in the article "Real-Time Mesh Deformation" in RB Developer issue 2.1, <http:// www.rbdeveloper.com/browse/2.1/2110/>.

In the future, it may even be possible to do this without any declares at all, but for now you'll need something like in that article, or Frank's Quesa Wrappers.


interesting, i'll try this out, i see in franks wrappers the actual declare is just passing in a ptr to the triangles and points, i guess i assumed this data was being copied on creation to some internal place (like the gpu) but it see now the model is maintained on my side. so all i have to do is change the points directly in this memoryblock and update the rb3d? no locking of the data is required while i make changes? seems to easy.... :)

mike
--
Mike Woodworth
mike at divergentmedia dot com

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