On Tue, Nov 27, 2012 at 6:37 AM, Carsten Haitzler <[email protected]> wrote:
> On Mon, 26 Nov 2012 21:34:13 -0200 Bruno Dilly <[email protected]> said:
>
>> Hi,
>>
>> I've just posted about it.
>> http://brunodilly.org/blog/ephysics_update/
>>
>> Raster, I would be glad if you could take a look. I know you are very
>> busy, but would be great to hear what do you think about these new
>> features.
>> We have implemented all the tests / examples you have asked when
>> Barbieri and you discussed at Samsung a few months ago.
>
> i'm just loving watching the video. very awesome. :) i like all of it. cloth
> and mesh deformations are a bit of a problem in that they produce a tonne of
> objects so they probably need to always have controls on how much to divide -
> and maybe even "automatic" division based on detected framerates. (if things
> are too slow re-divide with less divisions etc. - is this doable given that
> the current mesh has a "state"? if not then auto mode may need some system
> setting hinting at the general speed vs quality tradeoff to use).

Right now, when creating the cloth you defines the mesh size (number
of rows / cols).
It will generate a triangular mesh of 2 * r * c elements. Dividing
this mesh later isn't possible.

When a evas object is set to this body it will be "sliced". We'll
create a proxy for each triangle.
Maybe this could be changed depending on framerates. If things goes
very slow it will
create slices again mapping many triangles of the mesh for a single
proxy instead of 1:1.
But this process of re-slicing would be visible for the user and won't
be cheap, it would
delete 2*r*c objects and create all the n proxies again.

Anyway I would suggest to leave this kind of optimization to be done
after we realize it's required.
Example: "Somebody is working on a application for a smartphone and
things are slow". Even in this
case probably the developer will be interested in simply creating a
mesh with less triangles instead
of having a huge mesh with few proxy evas objects.

>
>> Best regards,
>>
>> --
>> Bruno Dilly
>> Lead Developer
>> ProFUSION embedded systems
>> http://profusion.mobi
>>
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>
>
> --
> ------------- Codito, ergo sum - "I code, therefore I am" --------------
> The Rasterman (Carsten Haitzler)    [email protected]
>



-- 
Bruno Dilly
Lead Developer
ProFUSION embedded systems
http://profusion.mobi

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