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Re: More animation problems

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: More animation problems
From: Lo Saeteurn <realbasic at miensoftware dot com>
Date: Thu, 11 Aug 2005 23:28:42 -0700
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <A618E047-8F5D-426B-BA4D-8BCEDDB38F19 at miensoftware dot com> <74047942-9317-4DE4-A287-8A13DE3D5F91 at chaoticbox dot com> <179712F5-4432-418D-9C1E-07376C514076 at miensoftware dot com> <BA58900C-993D-4751-A9CB-3591F207B6E1 at chaoticbox dot com>

On Aug 11, 2005, at 11:20 PM, Frank Condello wrote:
Animations play perfectly and share much of the data. The problem now is with the lighting. If the animated object is rotated, the lighting does not change on the object. I suspect the normals have something to do with it. If so, how do I extract the normal list from a trimesh object and interpolate between the two frames?
So it is the normals that are causing this lighting issue? If so, it shouldn't be too difficult to find.

Most likely...

Sure hope so.

Now I'm guessing there's no way to share just the VertextNormals. It looks like it is mixed between the UV and the other vertex information. If this is the case, there may be performance issues going though them all?

It's a little messy but you can share the normals without touching the other data. Check out the Trimesh3D.GetAttributeDataPtr method in the the Quesa Wrappers - it shows how to dig through the vertex attribute data to find a pointer to a particular lump. Once you have that pointer you can copy your data into that memory or assign a local memoryblock.

Oh okay. So pretty much the same thing as with the vertices. I didn't realize that it was in the same list as the vertices.

Things get tricky when a model is missing normals, but you probably won't have to worry about that.

Well it is already designed in a way that normals will not be required. As long as I know there's no normal, it shouldn't be a problem.

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