On Wed, 11 Jun 2014 18:31:12 +0900 Taekyun Kim
wrote:
> Sorry for the late reply,
>
> Increasing the number of nodes in a scene may affect the performance
> significantly.
> Matrices of each node should be updated as well as the bounding volume
> information.
> That's why I thought it would be a
Sorry for the late reply,
Increasing the number of nodes in a scene may affect the performance
significantly.
Matrices of each node should be updated as well as the bounding volume
information.
That's why I thought it would be a win to have multiple meshes in a node
when they don't need to have se
On Tue, 27 May 2014 20:23:57 +1000 David Seikel
wrote:
> On Tue, 27 May 2014 16:35:56 +0900 Taekyun Kim
> wrote:
>
> > Hi, I am the original author of Evas_3D.
> >
> > Maybe I can give you the answer for this.
> >
> > It was designed to separate data and objects in the scene.
> > Think about
On Tue, 27 May 2014 16:35:56 +0900 Taekyun Kim
wrote:
> Hi, I am the original author of Evas_3D.
>
> Maybe I can give you the answer for this.
>
> It was designed to separate data and objects in the scene.
> Think about a scene having multiple characters of same kind
> but having different moti
Hi, I am the original author of Evas_3D.
Maybe I can give you the answer for this.
It was designed to separate data and objects in the scene.
Think about a scene having multiple characters of same kind
but having different motions.
We need just a single mesh object for the data while each node is
I'm wondering why Evas_3D doesn't have a node as the base object of
everything. All other Evas_3D types need to be wrapped in a node to be
useful, seems it would make more sense to just have them all include a
node anyway. Saves a bunch of code for the user in creating nodes for
everything.
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