| To: | REALbasic Games <realbasic-games at lists dot realsoftware dot com> |
|---|---|
| Subject: | Re: Vertex Colors |
| From: | "Joseph J. Strout" <joe at realsoftware dot com> |
| Date: | Tue, 13 Dec 2005 17:01:30 -0700 |
| Delivered-to: | realbasic-games at lists dot realsoftware dot com |
| References: | <328800874cbf85936b626c9b2d927a39 at pyramiddesign dot us> <a0620070abfc4ba334e7e at [10 dot 0 dot 1 dot 4]> <b7863075141cbd28afc3ae4791b95116 at pyramiddesign dot us> <a06200714bfc4dd3782d0 at [10 dot 0 dot 1 dot 4]> <3dd65603df103e3ba5ccbadc6660d259 at pyramiddesign dot us> <a06200717bfc4e91149f6 at [10 dot 0 dot 1 dot 4]> <A656087A-51F9-4F6C-8C8D-844AB1DE75A4 at chaoticbox dot com> |
At 5:12 PM -0500 12/13/05, Frank Condello wrote: Although the bulk per-vertex transformations are handled relatively quickly in C++ code, Material.DiffuseColor would be much more efficient for this situation (i.e. a solid coloured mesh changing to some other solid colour). That's a good point. AddRGBtoAll is more useful when you have a multicolored mesh, and want to (say) tint it red by adding 50 to the red component of all colors. Best, - Joe -- Joe Strout REAL Software, Inc. Vote for REALbasic (twice!) in the LinuxWorld Reader's Choice Awards: http://linux.sys-con.com/general/readerschoice.htm _______________________________________________ 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> |
|---|---|---|
| ||
| Previous by Date: | Re: Vertex Colors, Frank Condello |
|---|---|
| Next by Date: | [ANN] Async Key Events v1.3, Frank Condello |
| Previous by Thread: | Re: Vertex Colors, Frank Condello |
| Next by Thread: | Re: Vertex Colors, Joseph Nastasi |
| Indexes: | [Date] [Thread] [Top] [All Lists] |