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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