realbasic-games
[Top] [All Lists]

Re: Game engine test

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Game engine test
From: Mike Woodworth <mike at divergentmedia dot com>
Date: Sun, 26 Mar 2006 16:22:46 -0500
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> <BF4347D4-DEA4-4533-87BE-BEB12B106D91 at miensoftware dot com> <5FA27ACF-802D-4210-80DA-7E31FF0AAF60 at chaoticbox dot com> <F6EC35A8-63A1-4315-817F-B434D976A1BF at divergentmedia dot com> <CD676989-0D92-418F-87FA-9FDEF3FA2197 at chaoticbox dot com> <0FDC0C8A-9C1B-4A06-B0AE-439A9238E702 at divergentmedia dot com> <C2341D88-2A3F-4AAC-B856-85DD57872624 at chaoticbox dot com> <6AEFB6AE-7DBB-4D7A-88A1-E1CE82A7301F at divergentmedia dot com> <143FB87A-75C0-48F9-BEF8-CF70D6B47D4F at chaoticbox dot com> <A4B0A4A5-5B1D-4590-9897-9BA100246363 at divergentmedia dot com> <ACC11895-8913-4871-985D-7A33FFE5A082 at chaoticbox dot com> <B39D23F6-6762-4ABB-AED1-F03ABB7E8865 at divergentmedia dot com> <5B501C07-17C9-4C49-8F38-EF424EBEDDA3 at miensoftware dot com> <C6C526B1-9613-427E-A0EA-63637C6C9F7F at divergentmedia dot com> <7C8A4AD8-88A0-4895-9914-020C70DF0B27 at miensoftwar! ! ! e.com> <2850227A-835F-4892-B7CE-1BBEF81457DD at divergentmedia dot com> <D0E5136E-3B49-4234-9011-72AB6600A6C6 at miensoftware dot com> <E97A65F0-5055-4560-9F5E-F74FB04CF3E7 at divergentmedia dot com> <9F602CF1-22ED-4167-BBD2-DB2BA3E34905 at miensoftware dot com>

On Mar 25, 2006, at 9:12 PM, Lo Saeteurn wrote:

That is great news!

The trimesh data is read/written (from file) in the mmData class.

It makes a copy of the original vertex normals/positions in the CopyPoints method of the MorphMapMethods module (GetMorphMapData calls the CopyPoints method), but this is only used in the Animation Editor (not in the real game) to extract the vertex positions and normals.

Quesa creates the original trimesh data, I simply grab it and store it locally so I can directly modify it.

so wait... the playback is similar to what happens in the game, no? what i'm trying to find is, somewhere after applymorph, the points memoryblock we just filled in applymorph is copied back to the trimesh right? or are you editingn it in place?

one more thing - have you looked into compiling this for mach-o? im having a hard time, because i cant run this is shark.

mike
--
Mike Woodworth
mike at divergentmedia dot com


_______________________________________________
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>