On 25-Mar-06, at 4:07 AM, Mike Woodworth wrote:
On Mar 25, 2006, at 4:04 AM, Frank Condello wrote:
On 25-Mar-06, at 1:53 AM, Lo Saeteurn wrote:
I have three memoryblocks: one for the current frame, another for
the next frame, and another for the interpolatedFrame. The math
is simple: interpolatedFrame=currentFrame+(nextFrame-currentFrame)
*percentTweening
I'm not using RB's trimesh, I'm modifying the points and normals
directly via the API. Would RB's trimesh run faster?
It should be much faster to use the bulk multiply/add methods of
the VectorList class in combination with RB's Trimesh class. A big
bottleneck with manipulating memoryblocks in RB code is the
accessor methods themselves. There were a few discussions in the
past here on the Games NUG about making a "Vector Plugin" to speed
up these types of memoryblock manipulations. Joe went ahead and
added some of what was discussed to Rb3D but I'd still like to see
an implementation that works on memoryblocks - or nice fast
pointer math in RB itself!
i have a vector class that wraps vDSP calls on the mac. i'm trying
to finsh up a few small things on the vImage side... but I can
prolly get the vDSP math stuff up on my website this weekend.
Looking forward to seeing it :) but I wonder how useful that'll be
for us 3D folks. I'll admit I'm not up to speed with the Accelerate
framework (pun intended) but padding out 3D vectors to 16 byte
boundaries is usually more of a headache than doing the scalar math
yourself. That's not to say there aren't other areas were this would
be handy...
Frank.
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