Jump to content

  • Log In with Google      Sign In   
  • Create Account

We're offering banner ads on our site from just $5!

1. Details HERE. 2. GDNet+ Subscriptions HERE. 3. Ad upload HERE.


#ActualRastaRunna

Posted 23 August 2013 - 05:38 PM

Thanks haegarr for the reply. 

 

 

1. ... . So usually, animated meshes start from a fixed form and get fully transformed in each frame.

 

So does this generally tend to happen all up front pre-computation (or pre-use) of each of the vertices which would allow me to batch the transformations onto say the GPU; or only as the transformations are needed (during computation), which would likely not end up hitting all vertices, but also will have redundancies and not be as parallelized.

 

 

2. Not animated meshes don't suffer from the problem mentioned above. So *they* can be stored w.r.t. the global co-ordinate system. This is in fact the reason why static and dynamic geometry is distinguished.

 

Really good point; I'll definitely adopt this.


#1RastaRunna

Posted 23 August 2013 - 05:37 PM

Thanks haegarr for the reply. 

 

 

1. ... . So usually, animated meshes start from a fixed form and get fully transformed in each frame.

 

So does the generally tend to happen all up front pre-computation (or use) of each of the vertices which would allow me to batch the transformations onto say the GPU; or only as the transformations are needed (during computation), which would likely not end up hitting all vertices, but also will have redundancies and not be as parallelized.

 

 

2. Not animated meshes don't suffer from the problem mentioned above. So *they* can be stored w.r.t. the global co-ordinate system. This is in fact the reason why static and dynamic geometry is distinguished.

 

Really good point; I'll definitely adopt this.


PARTNERS