Am 28.08.2013 18:19, schrieb scott:
> And usually if you're sure it won't have any impact (or are not bothered
> about the errors) you can write some SDL to render the parts separately
> anyway (using #if, texture baking, transparency etc). This is sometimes
> done for the background/environment, rendered once with a spherical
> camera, and then just included as an HDR textured sphere in future renders.
> The only thing that could be improved is not having to reparse the whole
> scene each animation frame, but that's not likely to change until the
> whole SDL/parser is rewritten.
Strike "not likely", replace with "definitely not". Unless you are happy
with just moving the camera around, in which case the clockless
animation feature will do exactly that.
> An idea I had was that you could load and
> save a "binary" version of an object much like you can do with radiosity
> data. That way if you have a huge mesh in an animation (that is not
> changing) it wouldn't take forever to parse exactly the same data each
Either that, or it'll give you the possibility to pre-compile include
files. Or - most probably - both.
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