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Re: Text3D Class (beta) for RB3D

To: REALbasic Games <realbasic-games at lists dot realsoftware dot com>
Subject: Re: Text3D Class (beta) for RB3D
From: "Joseph J. Strout" <joe at strout dot net>
Date: Wed, 29 Mar 2006 14:39:33 -0700
Delivered-to: realbasic-games at lists dot realsoftware dot com
References: <D3680394-40D3-406E-92B9-DE40DCBB62E0 at miensoftware dot com> <a0620073bc050576daca9 at [10 dot 0 dot 1 dot 2]> <252A1B36-40F5-4F9B-9985-E048B1A1FC72 at miensoftware dot com> <a06200742c050640ea26f at [10 dot 0 dot 1 dot 2]> <453AF528-7F35-4600-8BFE-84786DEE6484 at miensoftware dot com>
At 1:14 PM -0800 3/29/06, Lo Saeteurn wrote:

Hmm... that's an interesting point. You can duplicate a TriMesh and share the texture data, which is the vast majority of it (I assume each character is just 4 vertices and 2 triangles, right?), but you can't share the vertex and triangle data itself.

Isn't this slower than cloning an object3D?

Right, probably so, though not by much (if we're only talking about 4 points and 2 triangles -- it's the texture that make up the bulk of the data).

Well this could be done, but it is a bit more complicated. This would only work with fixed widths. I'm currently using variable widths. This approach pretty much has to recreate the trimesh each time there are changes, but we could just update the vertex positions (as you suggested) and flip the windings for all excess characters. What about resizing? Wouldn't I need to create a new trimesh for this? How fast could all this be achieved?

These are fair questions. It would certainly be a bit of work when resizing the text, but on the other hand, it would be faster (possibly much faster) to render, because you're feeding the system a single object instead of hundreds.

Best,
- Joe

--

Joseph J. Strout
joe at strout dot net
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