Path: chuka.playstation.co.uk!foo.mel.cybec.com.au!nobody From: Toby Hutton Newsgroups: scee.yaroze.programming.3d_graphics Subject: Re: Deforming models Date: 23 Aug 1999 11:03:51 +1000 Organization: PlayStation Net Yaroze (SCEE) Lines: 25 Sender: toby@foo.mel.cybec.com.au Message-ID: <86hflr71fs.fsf@foo.mel.cybec.com.au> References: <7phug2$htr18@chuka.playstation.co.uk> NNTP-Posting-Host: 203.103.154.60 X-Newsreader: Gnus v5.6.45/XEmacs 21.1 - "20 Minutes to Nikko" "Mark Theyer" writes: > 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, is it OK to change the points after calling DrawOT? AFAIK when you insert your object into an OT a copy of all the info in your TMD is made - converted into GPU commands. So you should be able to insert/sort an object then modify it without affecting anything. But I may be wrong. The GPU commands may reference your TMD... hrmm. I'd just have a quick fiddle and test it for yourself. Maybe create a simple object, insert it, then change its colour before DrawOT(). (What's the bet that because I'm in Australia in a different TZ that this has already been answered by James Russell but I haven't got the article yet... and I look like a fool answering something fuzzily that James has categorically pointed out? Doh.) -- Toby.