On Apr 4, 2006, at 3:52 PM, Lo Saeteurn wrote:
Okay, I'll give it a stab. If I run into any limitations, I'll let
you know. But this means that I can't use DSP anymore. If the
performance gain isn't that significant, I'll use RB's trimesh.
Given my current tests with VectorLists, the bulk operators are
definitely faster than updating each vertex individually. The only
thing holding it back is the bug which Joe has reported as fixed for
2006r2b5.
Oh, and I notice that your Game engine does a quick wireframe toggle
before launching into the game. It seems that constantly removing and
appending the progress bar (an Object3D) from the RB3Dspace too often
will bring your framerates to a crawl until you do the toggle, as if
doing so somehow clears out an Object3D buffer within Quesa or
something.
If you want to get around having to deal with that problem either
adjust the load progress bar to not update quite as often, or replace
the load progress bar code with perhaps a UV-animated progress bar.
==
Jeff Quan
jquan at mindspring dot com
http://www.geocities.com/jeffqportfolio/
_______________________________________________
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>
|