On Mar 25, 2006, at 5:19 AM, Frank Condello wrote:
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...
i donno, we'll have to see. i admit, ive done very little with rb3d,
so you may be right. but i've found vdsp to be drastically faster
than math in a loop, and not that much harder to work with (besides
the need to restructure you loop logic sometimes).
perhaps, you can send me a sample of this math done as scalar
operations, and i'll port it to my class? then we can see if there's
any advantage. (my guess is there will be - this veclib stuff has a
certain startup cost, because it uses much more memory than the
alternative, but for code that gets executed continuously, the speed
gains can be quite amazing.
mike
--
Mike Woodworth
mike at divergentmedia dot com
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