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I exported the sPatch model to a file I named as an INC and in the INC I
declare an object.
The parsing doesn't take too long, but the tracing was swapping like I've
never seen before. Again, it has 12 800 objects, which I assume means 128
patches x 100 "objects".
I'll read up on "meshes."
#declare n=0 ;
#while (n<100)
object{ rocky
pigment{ color actorc[n]}}
finish {ambient 0.3
phong 0.4
reflection .05
}
Reorient(y,actorv[n])
translate actorp[n]
}
#declare n=n+1 ;
#end
Cliff Bowman wrote:
> On Sun, 22 Aug 1999 10:42:22 -0400, "Greg M. Johnson"
> <"gregj;-)56590"@aol.c;-)om> wrote:
>
> >I have had success making INC files with a hundred primitives moving in
> >various flocking algorithms. When I tried to replace the primitives
> >with an sPatch-modelled craft, my HDD swapped like the dickens upon
> >tracing. I had 12 800 objects and I have 256 MB RAM. Apparently, my
> >craft has 128 patches.
> >
> >Have I just plain hit a resource wall? Is there any trick to make it
> >less resource intensive: order of reorient vs. translate, avoid scaling,
> >bicubic settings, BOUNDING, etc.???
> >
> 128 patches doesn't sound too bad. Can we see some code? For example,
> you do parse the patches just once and then create the instances of
> the object with something like:
>
> object { MySpaceship rotate <MyRotX,MyRotY,MyRotZ> translate ... }
>
> don't you?
>
> Cheers,
>
> Cliff Bowman
> Why not pay my 3D Dr Who site a visit at http://www.who3d.cwc.net/
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