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From: Sauro A. <sag...@in...> - 2007-10-03 14:06:45
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The FPS of the Farmhouse test were wrong. The right test is Previous 1.8 Quesa and Interactive renderer 8.1 - 8.4 FPS Last Quesa with Interactive or OpenGl renderer 2.9 - 3.2 FPS I'm sorry. Sauro Agostini |
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From: James W. W. <os...@jw...> - 2007-10-03 16:27:15
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On Oct 3, 2007, at 7:06 AM, Sauro Agostini wrote: > The FPS of the Farmhouse test were wrong. > > The right test is > > Previous 1.8 Quesa and Interactive renderer 8.1 - 8.4 FPS > > Last Quesa with Interactive or OpenGl renderer 2.9 - 3.2 FPS > > I'm sorry. When you say "last Quesa", does that include yesterday's changes? |
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From: Sauro A. <sag...@in...> - 2007-10-04 14:10:07
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> >When you say "last Quesa", does that include yesterday's changes? > No, it was compiled last week. With your last changes all is ok, with a little difference with the OpenGl renderer. The problem is resolved. Thank you. Sauro |
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From: James W. <ja...@fr...> - 2007-10-03 19:34:10
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Sauro Agostini wrote: > The FPS of the Farmhouse test were wrong. > > The right test is > > Previous 1.8 Quesa and Interactive renderer 8.1 - 8.4 FPS > > Last Quesa with Interactive or OpenGl renderer 2.9 - 3.2 FPS I tried the Farmhouse on my Mac Pro. Quesa 1.8, IR: 14.9 FPS current Quesa, OpenGL: 15.0 FPS current Quesa, IR: 15.7 FPS The main reason that the OpenGL renderer is a little slower than the IR seems to be the visibility culling in QORenderer::Renderer::SubmitTriMesh. Anyway, you need to improve your model. The farmhouse model has multiple references to various groups. Of course in some cases multiple references can make sense, for instance if the references are subject to different transformations, but in this case the multiple references are just siblings in a group. That is, you're rendering things multiple times for no apparent reason. When I removed the multiple references, the model rendered almost 10 times faster with no apparent change in appearance. -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |
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From: Sauro A. <sag...@in...> - 2007-10-05 16:37:59
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> > >Anyway, you need to improve your model. The farmhouse model has >multiple references to various groups. Of course in some cases multiple >references can make sense, for instance if the references are subject to >different transformations, but in this case the multiple references are >just siblings in a group. That is, you're rendering things multiple >times for no apparent reason. When I removed the multiple references, >the model rendered almost 10 times faster with no apparent change in >appearance. Can you send me the modified model? It could be very useful for me, I tried to remove some references from the 3DMF file, but the appearance was different. Thank you in advance. Sauro Agostini -- ----------------------------------------------------------------------------- _ ___ |_| __| Interstudio S.r.l. Tel 0573 99291 Fax 0573 992930 | |__ | Piazza Monteoliveto 6a http://www.interstudio.net/home.html |_____| I-51100 Pistoia Italy mailto:int...@in... ----------------------------------------------------------------------------- |
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From: James W. <ja...@fr...> - 2007-10-05 18:01:14
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Sauro Agostini wrote:
>>
>> Anyway, you need to improve your model. The farmhouse model has
>> multiple references to various groups. Of course in some cases multiple
>> references can make sense, for instance if the references are subject to
>> different transformations, but in this case the multiple references are
>> just siblings in a group. That is, you're rendering things multiple
>> times for no apparent reason. When I removed the multiple references,
>> the model rendered almost 10 times faster with no apparent change in
>> appearance.
>
>
> Can you send me the modified model? It could be very useful for me, I
> tried to remove some references from the 3DMF file, but the
> appearance was different.
>
> Thank you in advance.
>
> Sauro Agostini
(model attached in private mail, not in the list)
Here is the code I used to remove the extra references.
TQ3GroupPosition pos, nextPos;
TQ3Object prevMember = NULL;
TQ3Object curMember;
Q3Group_GetFirstPosition( theGroup, &pos );
while (pos != NULL)
{
nextPos = pos;
Q3Group_GetNextPosition( theGroup, &nextPos );
Q3Group_GetPositionObject( theGroup, pos, &curMember );
Q3Object_Dispose( curMember ); // the group still holds a ref
if (curMember == prevMember)
{
curMember = Q3Group_RemovePosition( theGroup, pos );
Q3Object_Dispose( curMember );
}
else
{
prevMember = curMember;
}
pos = nextPos;
}
Even after this change, I think there is still much room for improvement
in your farmhouse. I am thinking of writing up some algorithms to
modify Quesa groups in various ways, such as merging TriMeshes.
--
James W. Walker, Innoventive Software LLC
<http://www.frameforge3d.com/>
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From: James W. W. <os...@jw...> - 2007-10-08 06:07:27
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On Oct 5, 2007, at 11:01 AM, James Walker wrote: > Even after this change, I think there is still much room for > improvement > in your farmhouse. I am thinking of writing up some algorithms to > modify Quesa groups in various ways, such as merging TriMeshes. I've now committed my algorithms in SDK/Extras/Utility Sources/ Mutating Algorithms. I did some speed tests with a release build of Geom Test on my PowerBook. * The original farmhouse ran at about 6 FPS. * With extra references removed (the RemoveExtraReferences function), the speed was about 60 FPS. * With some more algorithms, I got the speed up to about 370 FPS. The sequence of algorithms I used was: RemoveExtraReferences DecomposeGeometries LowerAttributesToGeometries FlattenHierarchy OptimizeTriMeshes MergeTriMeshes |
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From: Sauro A. <sag...@in...> - 2007-10-09 15:00:04
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> >* The original farmhouse ran at about 6 FPS. > >* With extra references removed (the RemoveExtraReferences function), >the speed was about 60 FPS. > >* With some more algorithms, I got the speed up to about 370 FPS. >The sequence of algorithms I used was: > >RemoveExtraReferences >DecomposeGeometries >LowerAttributesToGeometries >FlattenHierarchy >OptimizeTriMeshes >MergeTriMeshes > Thanks a lot for your algorithms. There was a bug in the export 3DMF function of my application, so there were more submitting of the same models. I tried to add all the other optimization functions, but I didn't get your results. I added the following code to the Geom test example, after importing a model: RemoveExtraReferences(notOptimizedModel); DecomposeGeometries( notOptimizedModel,theView ); LowerAttributesToGeometries( notOptimizedModel); theModel=(TQ3GroupObject) FlattenHierarchy(notOptimizedModel,0 ); OptimizeTriMeshes(theModel); MergeTriMeshes( theModel); Working on the same 3dmf file that I sent you I have the following results (on an iMac Intel 2 core Duo) Without optimization 18 FPS With extra references removed 155 FPS With all the algorithms 178 FPS Maybe didn't I apply the algorithms correctly? Thank you again, Sauro Agostini -- ----------------------------------------------------------------------------- _ ___ |_| __| Interstudio S.r.l. Tel + 39 0573 99291 Fax + 39 0573 992930 | |__ | Piazza Monteoliveto 6a http://www.interstudio.net |_____| I-51100 Pistoia Italy mailto:int...@in... ----------------------------------------------------------------------------- |
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From: James W. W. <os...@jw...> - 2007-10-09 16:18:51
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On Oct 9, 2007, at 7:59 AM, Sauro Agostini wrote: >> >> * The original farmhouse ran at about 6 FPS. >> * With extra references removed (the RemoveExtraReferences function), >> the speed was about 60 FPS. >> >> * With some more algorithms, I got the speed up to about 370 FPS. >> The sequence of algorithms I used was: >> >> RemoveExtraReferences >> DecomposeGeometries >> LowerAttributesToGeometries >> FlattenHierarchy >> OptimizeTriMeshes >> MergeTriMeshes > > > Thanks a lot for your algorithms. > > There was a bug in the export 3DMF function of my application, so > there were more submitting of the same models. > > I tried to add all the other optimization functions, but I didn't > get your results. > > > I added the following code to the Geom test example, after > importing a model: > > RemoveExtraReferences(notOptimizedModel); > DecomposeGeometries( notOptimizedModel,theView ); > LowerAttributesToGeometries( notOptimizedModel); > theModel=(TQ3GroupObject) FlattenHierarchy > (notOptimizedModel,0 ); > OptimizeTriMeshes(theModel); > MergeTriMeshes( theModel); > > > Working on the same 3dmf file that I sent you I have the following > results (on an iMac Intel 2 core Duo) > > Without optimization 18 FPS > With extra references removed 155 FPS > With all the algorithms 178 FPS > > Maybe didn't I apply the algorithms correctly? DecomposeGeometries, like Q3Geometry_GetDecomposed, must be called in a submitting loop. When I tried it, I did it like this: Q3View_StartBoundingBox( theView, kQ3ComputeBoundsApproximate ); Qut_SubmitDefaultState(theView); DecomposeGeometries( gSceneGeometry, theView ); Q3View_EndBoundingBox( theView, &dummyBounds ); |
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From: Sauro A. <sag...@in...> - 2007-10-11 18:31:58
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> > >DecomposeGeometries, like Q3Geometry_GetDecomposed, must be called in >a submitting loop. When I tried it, I did it like this: > After this modification I have the same results as you, but with a collateral effect if there are some textures. The little textured 3DMF file shows the problem: http://wwww.interstudio.net/quesa/3wallTexture.zip Textures and shaders are applied to groups and it seems that DecomposeGeometries (or LowerAttributesToGeometries?) misses the textures, so after the optimization the model shows without textures. Sauro Agostini -- ----------------------------------------------------------------------------- _ ___ |_| __| Interstudio S.r.l. Tel + 39 0573 99291 Fax + 39 0573 992930 | |__ | Piazza Monteoliveto 6a http://www.interstudio.net |_____| I-51100 Pistoia Italy mailto:int...@in... ----------------------------------------------------------------------------- |
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From: James W. W. <os...@jw...> - 2007-10-12 04:43:50
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On Oct 11, 2007, at 11:31 AM, Sauro Agostini wrote: >> >> >> DecomposeGeometries, like Q3Geometry_GetDecomposed, must be called in >> a submitting loop. When I tried it, I did it like this: >> > > > After this modification I have the same results as you, but with a > collateral effect if there are some textures. > > The little textured 3DMF file shows the problem: > > http://wwww.interstudio.net/quesa/3wallTexture.zip > > Textures and shaders are applied to groups and it seems that > DecomposeGeometries (or LowerAttributesToGeometries?) misses the > textures, so after the optimization the model shows without textures. > It wasn't the textures that were missing, it was the UV coordinates. Your model had shading UVs, and I was looking for surface UVs. I have changed the merge functions to treat surface UVs and shading UVs as interchangeable. |
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From: Daniele C. <dca...@in...> - 2007-10-12 08:07:23
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Wow! Very good optimization. I try it and it is very fast result. They are good for windows,too? James W. Walker ha scritto: > On Oct 11, 2007, at 11:31 AM, Sauro Agostini wrote: > > >>> DecomposeGeometries, like Q3Geometry_GetDecomposed, must be called in >>> a submitting loop. When I tried it, I did it like this: >>> >>> >> After this modification I have the same results as you, but with a >> collateral effect if there are some textures. >> >> The little textured 3DMF file shows the problem: >> >> http://wwww.interstudio.net/quesa/3wallTexture.zip >> >> Textures and shaders are applied to groups and it seems that >> DecomposeGeometries (or LowerAttributesToGeometries?) misses the >> textures, so after the optimization the model shows without textures. >> >> > > It wasn't the textures that were missing, it was the UV coordinates. > Your model had shading UVs, and I was looking for surface UVs. I > have changed the merge functions to treat surface UVs and shading UVs > as interchangeable. > > ------------------------------------------------------------------------- > This SF.net email is sponsored by: Splunk Inc. > Still grepping through log files to find problems? Stop. > Now Search log events and configuration files using AJAX and a browser. > Download your FREE copy of Splunk now >> http://get.splunk.com/ > _______________________________________________ > Quesa-develop mailing list > Que...@li... > https://lists.sourceforge.net/lists/listinfo/quesa-develop > > |
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From: James W. W. <os...@jw...> - 2007-10-12 16:09:11
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On Oct 12, 2007, at 1:07 AM, Daniele Cavallini wrote: > Wow! Very good optimization. I try it and it is very fast result. > They are good for windows,too? Yes, there is nothing platform-specific about it. > James W. Walker ha scritto: >> On Oct 11, 2007, at 11:31 AM, Sauro Agostini wrote: >> >> >>>> DecomposeGeometries, like Q3Geometry_GetDecomposed, must be >>>> called in >>>> a submitting loop. When I tried it, I did it like this: >>>> >>>> >>> After this modification I have the same results as you, but with a >>> collateral effect if there are some textures. >>> >>> The little textured 3DMF file shows the problem: >>> >>> http://wwww.interstudio.net/quesa/3wallTexture.zip >>> >>> Textures and shaders are applied to groups and it seems that >>> DecomposeGeometries (or LowerAttributesToGeometries?) misses the >>> textures, so after the optimization the model shows without >>> textures. >>> >>> >> >> It wasn't the textures that were missing, it was the UV coordinates. >> Your model had shading UVs, and I was looking for surface UVs. I >> have changed the merge functions to treat surface UVs and shading UVs >> as interchangeable. >> >> --------------------------------------------------------------------- >> ---- >> This SF.net email is sponsored by: Splunk Inc. >> Still grepping through log files to find problems? Stop. >> Now Search log events and configuration files using AJAX and a >> browser. >> Download your FREE copy of Splunk now >> http://get.splunk.com/ >> _______________________________________________ >> Quesa-develop mailing list >> Que...@li... >> https://lists.sourceforge.net/lists/listinfo/quesa-develop >> >> > > ---------------------------------------------------------------------- > --- > This SF.net email is sponsored by: Splunk Inc. > Still grepping through log files to find problems? Stop. > Now Search log events and configuration files using AJAX and a > browser. > Download your FREE copy of Splunk now >> http://get.splunk.com/ > _______________________________________________ > Quesa-develop mailing list > Que...@li... > https://lists.sourceforge.net/lists/listinfo/quesa-develop |
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From: Daniele C. <dca...@in...> - 2007-10-17 15:09:19
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I tried to compile for windows but I have some syntax error when compiling. Some "and" and "not" are simple to correct but syntax error of const TQ3TriMeshData& tmData( *tmPeek ); in MergeTriMeshList are more hard James W. Walker ha scritto: > On Oct 12, 2007, at 1:07 AM, Daniele Cavallini wrote: > > >> Wow! Very good optimization. I try it and it is very fast result. >> They are good for windows,too? >> > > Yes, there is nothing platform-specific about it. > > > >> James W. Walker ha scritto: >> >>> On Oct 11, 2007, at 11:31 AM, Sauro Agostini wrote: >>> >>> >>> >>>>> DecomposeGeometries, like Q3Geometry_GetDecomposed, must be >>>>> called in >>>>> a submitting loop. When I tried it, I did it like this: >>>>> >>>>> >>>>> >>>> After this modification I have the same results as you, but with a >>>> collateral effect if there are some textures. >>>> >>>> The little textured 3DMF file shows the problem: >>>> >>>> http://wwww.interstudio.net/quesa/3wallTexture.zip >>>> >>>> Textures and shaders are applied to groups and it seems that >>>> DecomposeGeometries (or LowerAttributesToGeometries?) misses the >>>> textures, so after the optimization the model shows without >>>> textures. >>>> >>>> >>>> >>> It wasn't the textures that were missing, it was the UV coordinates. >>> Your model had shading UVs, and I was looking for surface UVs. I >>> have changed the merge functions to treat surface UVs and shading UVs >>> as interchangeable. >>> >>> --------------------------------------------------------------------- >>> ---- >>> This SF.net email is sponsored by: Splunk Inc. >>> Still grepping through log files to find problems? Stop. >>> Now Search log events and configuration files using AJAX and a >>> browser. >>> Download your FREE copy of Splunk now >> http://get.splunk.com/ >>> _______________________________________________ >>> Quesa-develop mailing list >>> Que...@li... >>> https://lists.sourceforge.net/lists/listinfo/quesa-develop >>> >>> >>> >> ---------------------------------------------------------------------- >> --- >> This SF.net email is sponsored by: Splunk Inc. >> Still grepping through log files to find problems? Stop. >> Now Search log events and configuration files using AJAX and a >> browser. >> Download your FREE copy of Splunk now >> http://get.splunk.com/ >> _______________________________________________ >> Quesa-develop mailing list >> Que...@li... >> https://lists.sourceforge.net/lists/listinfo/quesa-develop >> > > > ------------------------------------------------------------------------- > This SF.net email is sponsored by: Splunk Inc. > Still grepping through log files to find problems? Stop. > Now Search log events and configuration files using AJAX and a browser. > Download your FREE copy of Splunk now >> http://get.splunk.com/ > _______________________________________________ > Quesa-develop mailing list > Que...@li... > https://lists.sourceforge.net/lists/listinfo/quesa-develop > > |
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From: James W. W. <os...@jw...> - 2007-10-17 16:08:52
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On Oct 17, 2007, at 8:09 AM, Daniele Cavallini wrote: > I tried to compile for windows but I have some syntax error when > compiling. > Some "and" and "not" are simple to correct but > syntax error of > const TQ3TriMeshData& tmData( *tmPeek ); > in > MergeTriMeshList > are more hard What compiler? If your compiler does not accept standard C++, perhaps you should get a better one. |
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From: Jose' C. <cru...@ce...> - 2007-10-17 20:01:46
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Il giorno 17/ott/07, alle ore 18:08, James W. Walker ha scritto: > What compiler? If your compiler does not accept standard C++, > perhaps you should get a better one. > visual studio. even the last versione chokes on fairly consolidated C+=20= + constructs :-( Pax et Bonum # Dott. Jos=E9 Cruanyes Aguilar - C.E. Soft srl # Pzza. Firenze,4 MILANO - XX Settembre 10, CREMONA # 02,3923101 0372,460602 |
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From: James W. <ja...@fr...> - 2007-10-17 20:16:04
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Jose' Cruanyes wrote: > Il giorno 17/ott/07, alle ore 18:08, James W. Walker ha scritto: > >> What compiler? If your compiler does not accept standard C++, >> perhaps you should get a better one. >> > > visual studio. even the last versione chokes on fairly consolidated C+ > + constructs :-( Oh, I thought I heard it was better. Remind me, does VS 2005 accept and/or/not? I try not to put those in Quesa code, but I can't seem to train myself. I'm still using CodeWarrior to compile for Windows, but since CodeWarrior is dead, I suppose I will need to find an alternative some day. -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |
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From: Sauro A. <sag...@in...> - 2007-10-12 17:44:34
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>It wasn't the textures that were missing, it was the UV coordinates. >Your model had shading UVs, and I was looking for surface UVs. I >have changed the merge functions to treat surface UVs and shading UVs >as interchangeable. Now it's very fast and the textures are OK. There is another problem with custom attributes. Any original polygons have a custom attribute. The final model is composed of meshes that includes the original polygons with the same characteristics. I find that the custom attribute of the last element of a certain type is assigned as a general mesh attribute. The triangles faces have an attribute 3, that should be AttributeTypeNormal, so it doesn't seem to contain the custom attribute of the original polygons. Any suggestion? Thanks, Sauro Agostini -- ----------------------------------------------------------------------------- _ ___ |_| __| Interstudio S.r.l. Tel + 39 0573 99291 Fax + 39 0573 992930 | |__ | Piazza Monteoliveto 6a http://www.interstudio.net |_____| I-51100 Pistoia Italy mailto:int...@in... ----------------------------------------------------------------------------- |
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From: James W. W. <os...@jw...> - 2007-10-13 02:06:30
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On Oct 12, 2007, at 10:44 AM, Sauro Agostini wrote: > Now it's very fast and the textures are OK. There is another problem > with custom attributes. > Any original polygons have a custom attribute. > The final model is composed of meshes that includes the original > polygons with the same characteristics. > I find that the custom attribute of the last element of a certain > type is assigned as a general mesh attribute. > The triangles faces have an attribute 3, that should be > AttributeTypeNormal, so it doesn't seem to contain the custom > attribute of the original polygons. I don't understand why you need custom attributes, since they cannot affect the rendering. You could modify my programs to preserve the custom attributes. Or perhaps you could keep the original geometry around in a display group marked invisible. |
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From: Sauro A. <sag...@in...> - 2007-10-13 08:25:38
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> > >I don't understand why you need custom attributes, since they cannot >affect the rendering. The custom attributes are for picking, selecting and modify. The model is generated from an architectural model where the basic elements are walls, roofs, windows etc. When the program generates the model, adds a custom attribute with some information to retrieve the original elements (layer, type of element and an index). When the user click on the model in selection mode, the attribute indexes to the original element, the program generate a little model of it and the user can drag, double click, change the dimension etc. >You could modify my programs to preserve the custom attributes. Or >perhaps you could keep the original geometry around in a display >group marked invisible. > Yes, I could save 2 different models, an optimized model for a fast navigation and the original model for picking, selecting and modifying. The other way could be to modify your optimizing code to copy the custom attributes of polygon and general polygons to the faces attributes of the meshes. What part of the code should I look for this modification? Thanks again. Sauro -- ----------------------------------------------------------------------------- _ ___ |_| __| Interstudio S.r.l. Tel + 39 0573 99291 Fax + 39 0573 992930 | |__ | Piazza Monteoliveto 6a http://www.interstudio.net |_____| I-51100 Pistoia Italy mailto:int...@in... ----------------------------------------------------------------------------- |
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From: James W. W. <os...@jw...> - 2007-10-13 15:50:30
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On Oct 13, 2007, at 1:03 AM, Sauro Agostini wrote: > The other way could be to modify your optimizing code to copy the > custom attributes of polygon and general polygons to the faces > attributes of the meshes. What part of the code should I look for > this modification? Where exactly is the custom attribute? Is it a vertex attribute, or does it belong to the attribute set of the geometry, or does it belong to a free-floating attribute set? |
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From: Sauro A. <sag...@in...> - 2007-11-03 12:35:18
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>Where exactly is the custom attribute? Is it a vertex attribute, or >does it belong to the attribute set of the geometry, or does it >belong to a free-floating attribute set? I'm sorry for taking so long to reply, but I were out of the office for an expo. The custom attribute is added to the geometry similar to the follow line of code Q3AttributeSet_Add(myPolyData.polygonAttrubuteSet,customAttrubuteTipe,customAttribute) Thanks in advance, Sauro Agostini -- ----------------------------------------------------------------------------- _ ___ |_| __| Interstudio S.r.l. Tel + 39 0573 99291 Fax + 39 0573 992930 | |__ | Piazza Monteoliveto 6a http://www.interstudio.net |_____| I-51100 Pistoia Italy mailto:int...@in... ----------------------------------------------------------------------------- |
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From: James W. W. <os...@jw...> - 2007-11-04 20:06:16
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On Nov 3, 2007, at 5:35 AM, Sauro Agostini wrote: >> Where exactly is the custom attribute? Is it a vertex attribute, or >> does it belong to the attribute set of the geometry, or does it >> belong to a free-floating attribute set? > > > I'm sorry for taking so long to reply, but I were out of the office > for an expo. > > The custom attribute is added to the geometry similar to the follow > line of code > > Q3AttributeSet_Add > (myPolyData.polygonAttrubuteSet,customAttrubuteTipe,customAttribute) > > Thanks in advance, OK, you have a custom attribute in the attribute set of a Polygon geometry. I'm not sure what you want to happen to it, but I can tell you what does happen. RemoveExtraReferences : no change DecomposeGeometries : Each Polygon is replaced by one TriMesh with the same attribute set LowerAttributesToGeometries : Other attributes might be added to the attribute set, but the custom attribute should not be changed. FlattenHierarchy : No change. OptimizeTriMeshes: A TriMesh may be replaced by another TriMesh with the same attribute set. MergeTriMeshes: Some TriMeshes may be merged into a single TriMesh. The attribute set of the first TriMesh in the list being merged becomes the attribute set of the merged TriMesh. |
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From: Interstudio <int...@in...> - 2007-11-07 18:15:47
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>OK, you have a custom attribute in the attribute set of a Polygon >geometry. I'm not sure what you want to happen to it, but I can tell >you what does happen. Thank you James. The custom attributes in this case are used to select elements. I have 3D parametric objects that are displayed in the Quesa view. The custom attribute contains information about the type of element, the part of the element, the layer etc. When I click on the 3D view I get the polygon, extract the attribute to know what original object I clicked. With a double click I can open the dialog parameters and change them. I can drag the object in the 3D view, generating on the fly a Quesa model of the object and others operations. Sauro -- ----------------------------------------------------------------------------- _ ___ |_| __| Interstudio S.r.l. Tel + 39 0573 99291 Fax + 39 0573 992930 | |__ | Piazza Monteoliveto 6a http://www.interstudio.net |_____| I-51100 Pistoia Italy mailto:int...@in... ----------------------------------------------------------------------------- |
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From: James W. <ja...@fr...> - 2007-11-07 19:16:49
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Interstudio wrote: >> OK, you have a custom attribute in the attribute set of a Polygon >> geometry. I'm not sure what you want to happen to it, but I can tell >> you what does happen. > > Thank you James. > > The custom attributes in this case are used to select elements. I > have 3D parametric objects that are displayed in the Quesa view. The > custom attribute contains information about the type of element, the > part of the element, the layer etc. > > When I click on the 3D view I get the polygon, extract the attribute > to know what original object I clicked. With a double click I can > open the dialog parameters and change them. I can drag the object in > the 3D view, generating on the fly a Quesa model of the object and > others operations. > > Sauro It sounds like your best bet is to keep the original Polygon version for picking and editing, and use the optimized TriMesh version just for rendering. -- James W. Walker, Innoventive Software LLC <http://www.frameforge3d.com/> |