| To: | REALbasic Games <realbasic-games at lists dot realsoftware dot com> |
|---|---|
| Subject: | Re: Game engine test |
| From: | Lo Saeteurn <realbasic at miensoftware dot com> |
| Date: | Sat, 25 Mar 2006 07:47:48 -0800 |
| Delivered-to: | realbasic-games at lists dot realsoftware dot com |
| References: | <20060317180027 dot 96F56117533D at lists dot realsoftware dot com> <4424B89C dot 2010408 at optusnet dot com dot au> <8268A93C-A492-41B9-A867-091978805AC2 at miensoftware dot com> <12B1852E-DE58-4871-A997-E7D44E40CBF4 at mindspring dot com> |
Now, I remember why I didn't use the RB trimesh class. There was one
huge drawback. There's no way to add a trimesh back into an object3D
because trimeshes don't have handles.
I need to be able to convert a standard object3D to a mesh3D and then back into an object3D so I can manipulate the meshes directly. It needs to be object3D because I need to be able to switch the shape for the level of detail--can't do this with Trimesh (or Element3D). Yowza, that's a lot of points. How are you going about interpolating vertex normals? I asked a question about interpolation on this list a while back and Joe talked me out of interpolating normals and letting RB do it -- you might want to try it and see if you gain any speed back. _______________________________________________ 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> |
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