Hi Nicholas :) > Hi, > > I think here neither the Mesh data structure nor EditMesh data > structure is exactly what you want. Exactly the structure that you do > want is a little harder to say of course :) Depends on how the mesh is > being subdivided by unlimited clay. >
I was suspecting something like that ... you suggest as a modifier? I'm trying to reuse as much blender code as possible, that's why I choose EditMesh that has already aviable subdivission functions and more that will be matter of plug them in the code in order to work, I will give a last try to EditMesh to see how much performance gain I can pull of it , before trying other attemps. > Anyways, it occurs to me you might want to consider writing your own > DerivedMesh variant. Internal to your DerivedMesh, you can set up > whatever data structure you find most helpful to accelerate your > subdivision algorithm. Whenever the DerivedMesh is free'd, you can > write out the changes to the real Mesh. You can also extend the PBVH > with support for this new DerivedMesh type. > > The above is actually exactly how we do multires, which internally > uses a quite different representation than a regular Mesh. In this way > you can bypass editmesh entirely, while also avoiding hacking on your > own changes to Mesh, which from my own experience is a Bad Idea. :) > > -Nicholas In case I have to write a new structure, how it is updated/draw in the viewport? converting to Mesh? I hope no Thanks a lot Raul _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers