Cage opened this issue on Dec 20, 2006 · 1232 posts
Spanki posted Sat, 22 March 2008 at 1:45 AM
re: .vwt files...
I'm not sure if you looked into this yet or not, but the old 'Windex' array is no longer needed... you can get the tripoly indices from the tripolys stashed in the new HitPoint(s). Also, the flipmap array would still need to be created... but that code would also need to be re-written to use the HitPoint data (I might do a flipmap routine in the .pyd file, but I think I'll leave the file-reading/writing to the Python code, so it's easier to change in the future).
re: screening...
I'm personally hoping to avoid doing the octree thing (I had some problems in my other C code with those, but I never looked into it because they weren't really needed). The material screening is a different matter... it's needed, but not supported with the current CorrelateMeshVerts() routine (the current routine looks through the entire poly and vert lists, and gets the pNdx/vNdx values from doing that - screening (and/or regions) requires looping through a separate list(s) of indices - and material screening happens to those lists).
Twelve seconds vs seven minutes eh? That's (up to) 35 times faster - not bad :). I don't have any answers to your multi-actor question(s) because I haven't taken the time to think about the best way to do it yet, sorry.
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