Path: chuka.playstation.co.uk!news From: Craig Graham Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Deforming models Date: Sun, 22 Aug 1999 16:19:24 +0000 Organization: PlayStation Net Yaroze (SCEE) Lines: 24 Message-ID: <935338764.2012884687@news.playstation.co.uk> References: <7phug2$htr18@chuka.playstation.co.uk> NNTP-Posting-Host: d4-s41-43-telehouse.mistral.co.uk Mime-Version: 1.0 Content-Type: text/plain; charset=iso-8859-1 Content-Transfer-Encoding: quoted-printable X-NewsReader: kexpress 0.8.0 "Mark Theyer" wrote: >Hi > >I wish to deform a TMD model by changing its 3D vertex points every >frame... does this have any impact when rendering? Or, in other words, >do the 3D points get accessed while rendering? Should I leave them >alone by using double buffered models (i.e: two copies)? Or keep two copies of just the vertex segment and swap a single pointer (pretty much zero overhead, uses less memory). >Or, is it OK to change the points after calling DrawOT? You can change the points after sorting the object...check out the library code that accompanies RsdANIM for an example of doing this... >Thanks > >Mark Craig. Animated TMDs R Us - the followup to RsdANIM is coming along nicely (but unless you use Linux/KDE you'll never see it).