Hello, I'm still trying to get vertex animated genmeshes with variable vertex/triangle count right. On advice of Jorrit I keep vertex/triangle count fixed in factory and set all unused vertices equal to already uses values and collapse all unused triangles to one vertex.
Doing so I discovered some more problems, reproducible but not always occurring: execution seems to hang indefinitely within some calculations inside obb.cpp, trying to build a tree of some sort. The code in obb.cpp ist hard to read, but my guess is that the calculated tree degenerates in a really time consuming way when using many equal vertex values. Some other strange behavior I encountered: inserting an unnecessary SetVertexCount/SetTriangleCount (with unchanged counts) before manipulating the vertices and triangles considerably speeds up the drawing process. The best working solution / ugly hack I came up so far is: - create a factory with enough vertices / triangles for every possible dynamically calculated animation. This fixes wrong colors/lighting after mesh update but gives lots of not really used vertices/triangles. - call SetVertexCount/SetTriangleCount before mesh manipulation without really changing the values for better drawing speed. - randomize unused vertices, so that calculation in obb.cpp does not hang. I now have spend numerous hours over several days trying to come up with clean working solution, but have only found more problems and strange behavior. Hopefully someone with more insight in the depths of CS can help me out. Philipp ------------------------------------------------------------------------- This SF.net email is sponsored by: Splunk Inc. Still grepping through log files to find problems? Stop. Now Search log events and configuration files using AJAX and a browser. Download your FREE copy of Splunk now >> http://get.splunk.com/ _______________________________________________ Crystal-main mailing list [email protected] https://lists.sourceforge.net/lists/listinfo/crystal-main Unsubscribe: mailto:[EMAIL PROTECTED]
