So only the matrix will be changed, if you move to a new frame right?But that makes it impossible to have the scene changed(in example, in frame 2 a weapon is added) right?

My main reason to use my own structures(classes to be precise) was that rendering 60000+ polygons got really slow, and now i'm trying to optimize my rendering code as much as possible. Collision detection wouldn't be sucha a big deal, because I only need a couple of vertices per node(4 if i'm correct).

And I have a final question: The source code of player.c makes it look like a node can hold a maximum of one mesh because it gets the mesh using lib3ds_file_mesh_by_name([..]). I always thought that a node could contain more than just one mesh(that a node was to group meshes).
Merry XMas,
Hylke

=======================================================

Merry Christmakah,

Case 2, which requires more "memory" (Case 1, rebuilding the mesh for
every frame should only be done for morhping)...Case 2 requires memory
allocated per keyframe and in-betweening is interpreted based on the tcb
data.

I have done what you have basically described you want to do,  I use
lib3ds to drive my animation, but at render time I call my 3DS structures.
 I haven't bothered to strip out the mesh definations from loading 3ds
into lib3ds, so I waste some memory by storing the mesh twice (as my
custom structure and a as a lib3ds structure).  I will tell you
this...lib3ds has a very poor implementation of materials/shaders...and I
am glad I don't use lib3ds structures for that.

It sounds like you want to get the final vertex positions in "world"
coordinates after all the animation matrices have been applied? for
collision detection?


> Hello,
> I'm currently writing some classes to store the 3ds information on my own
> way, so I can improve rendering performance.
> But I have a small question regarding frames. How are they handled? Is it
> like:
> If the current frame is changed(using the function lib3ds_file_eval([..]);
> ), then update all nodes, meshes, faces, point etc., so that it's basicly
> a
> new model.
> Or is it like:
> The same model, but with only the matrix of the meshes changed?
> Because if it's the last case, then I would need to allocate quite a lot
> memory.
> I hope somebody can tell me how it's done.
> Thanx in advance,
> Hylke
>
>
>
>
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