Hmmm...I guess I'll change my animation classes to use RB trimeshes.
Wouldn't this mean that your Quesa Wrappers are inherently slower
because they are RB code?
I didn't realize memoryblocks were that much slower compared to C++
arrays. And since RB5.5, memoryblocks have gotten even slower (or it
could be Quesa rendering speed, it was the only variable).
On Mar 25, 2006, at 1:04 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!
Frank.
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