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"Wlodzimierz ABX Skiba" wrote:
> I plan to mix [the deform patch] with tessalation patch
> and allow one directional deformations for meshes and
> bidirectional for other objects
That's interesting. The mesh deformation would be handled in a *completely*
different way than for other objects, right?
> > Doesn't this slow down the rendering?
>
> a little
> my parsing time is not changed
But for deformed meshes the parsing time would increase and rendering time
would be unchanged, like with my macro, I think.
I'm sure a mesh deforming patch would be much quicker than my mesh deforming
macro. It's just that nobody has made such a patch *yet*...
Also, my macro gives the user full control over the deformation. How would
the user control the deformation in your patch? (I mean the deformations for
meshes.)
> but more accuracy -> more vertices -> more parse time, right ?
Yes. I never said it was quick... :)
Rune
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