Re: [E-devel] Evas_3D node / object model.

2014-06-11 Thread David Seikel
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

Re: [E-devel] Evas_3D node / object model.

2014-06-11 Thread Taekyun Kim
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

Re: [E-devel] Evas_3D node / object model.

2014-05-29 Thread David Seikel
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

Re: [E-devel] Evas_3D node / object model.

2014-05-27 Thread David Seikel
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

Re: [E-devel] Evas_3D node / object model.

2014-05-27 Thread Taekyun Kim
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

[E-devel] Evas_3D node / object model.

2014-05-23 Thread David Seikel
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. --