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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: Lo Saeteurn <realbasic at miensoftware dot com>
Date: Wed, 29 Mar 2006 18:39:56 -0800
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> <a0620074dc050aea91ec3 at [10 dot 0 dot 1 dot 2]>
Why isn't there a way to add a trimesh to an Object3D? Say if I have a trimesh and the new text takes more characters than the current trimesh allows, I would have to create a new trimesh. I can't have the Text3D inherit a Trimesh because the original would not point to the new one.

If I use a group (for the Text3D) and add it to the group, things get a bit messy/confusing with position and orientation since it works in world coordinates. But adding it to an object3D, I get local coordinates no matter the object's position and orientation.

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.
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