RE: [Plib-devel] ssgVtxArray fixes.
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From: Vallevand, M. K <Mar...@UN...> - 2000-08-07 17:52:10
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I'm going to get the latest CVS tonight, and try it out. Then, it should be a simple thing to either: - change the index array to short, breaking most code using ssgVtxArray, - or, add a new index array of shorts and updating ssgVtxArray to handle both types, and existing code using ssgVtxArray will continue to work. If I'm happy, I'll even try to check it into CVS. Then I'll try to clean up a couple of utility classes I'm using in my new game, so they can be shared with others. But, that is another message. Regards. Mark K Vallevand ma...@rs... Never try and teach a pig to sing: it's a waste of time, and it annoys the pig. -----Original Message----- From: Dave McClurg [mailto:Dav...@dy...] Sent: Monday, August 07, 2000 12:33 PM To: 'pli...@li...' Subject: RE: [Plib-devel] ssgVtxArray fixes. Steve wrote: > I've fixed a small mountain of errors in ssgVtxArray... <snip> > So, that's all committed. thanks! > Is there some reason why the index array is an array of > 'int'? > Since the underlying > SSG classes don't allow more than 32k > vertices/normals/colours/texcoords per leaf > node - it seems unlikely that this would be needed - and > there are certainly speed > improvements to be had from using a 'short' index array. > not AFAICT. Mark? we should make it a 'short' like you say. > Anyway - could someone who uses ssgVtxArray please try it out > and let me know if I broke something. > i tested all my models out with the new source and they still work happy plibber, --Dave |