'dynamic mesh deformation' code?

Blitz3D Forums/Blitz3D Programming/'dynamic mesh deformation' code?

The forum is locked. These are the original blitzbasic.com forums, kept so they can still be read. No new topics, replies or edits can be made here. To join in, head over to the Blitz3D+ forums.

Where did you get this info?

Would a loop like this would be really slow with what you're talking about?


		For To_X = 0 To Tile_Subdivision
			
						From_X = To_X
			
						Tile_Vertex = To_Z*(Tile_Subdivision+1) + To_X
						VX# = VertexX#(Tile_Surface, Tile_Vertex)
						VZ# = VertexZ#(Tile_Surface, Tile_Vertex)
						
						Neighbor_Vertex = From_Z*(Neighbor_Subdivision+1) + From_X
						VY# = VertexY#(Neighbor_Surface, Neighbor_Vertex)
													
						VertexCoords Tile_Surface, Tile_Vertex, VX#, VY#, VZ#								

					Next



If this is true, it kinda sucks that this information wasn't made available sooner. I thought Blitz was updating the vertex positions just before I called renderworld. But I guess it makes sense that it would do it before linepick. Maybe it should do it when you call uipdateworld, though that would update the collisions, so if this is the case, maybe it needs a specific function for forcing the update at certain times so you can just do it once per loop.