[Bf-committers] Unlimited Clay update

2011-04-26 Thread raulf
Hi all :) Now that I have leverage both UnlimietdClay and LiveClay implementations http://farsthary.wordpress.com/2011/04/25/second-liveclay-video-test/ and since free time is a scarce resource for me I will rely on the true power of open source: "release often, release early" and hopefully will

Re: [Bf-committers] Unlimited Clay update

2011-04-01 Thread raulf
Hi LetterRip :) >> I have discovered also a memory issue that is eating a lot of RAM as I >> sculpt, due to no correctly freeing PBVH rebuilds, I have pointed many >> times that also a big performance eater is the global nature of all >> EditMesh operations: for split faces the function iterates

Re: [Bf-committers] Unlimited Clay update

2011-04-01 Thread Tom M
On Fri, Apr 1, 2011 at 8:26 AM, wrote: > Hi all > > Yesterday, in a code sprint the whole nigth I have implemented new > optimizations to the dynamic subdivision, specifically in the face > classification part (to determine if a face will be smoothed and > subdivided). > Excellent to hear :) > T

[Bf-committers] Unlimited Clay update

2011-04-01 Thread raulf
Hi all Yesterday, in a code sprint the whole nigth I have implemented new optimizations to the dynamic subdivision, specifically in the face classification part (to determine if a face will be smoothed and subdivided). That code proves to be higly optimized as a I quickly discard faces to avoid e

[Bf-committers] Unlimited Clay Update: New mesh relaxation

2010-11-30 Thread raulf
Hi all :) Many people think that jumping from one field to another in 3D development is not good , but well, many good ideas born from mixing different things into a new one, and my recent perticle developments provide me the tools to implement a mesh relaxation algorithm based on the principles

[Bf-committers] unlimited clay update

2010-09-23 Thread raulf
hi all :) Following the 80-20 rule that says: -you will make the first 80% of your code in the 20% of the time and will spend the remaining 80% of the time in the last 20% of your code :P I'm progressing slow but steady :) I've just solved today a nasty bug that prevented to properly sculpt ov