I think I've found RefreshComponent behaves erratically. When you ask for updating a single mesh, sometimes it just does not. If you ask for updating an internal component (EG: name or name2 in the example file) it does update the entire mesh.
I think that if I choose a single meshexpression to be update, this should really be the only one involved (see example: the vertex should only be moved, not recalculated!); the thing I can understand is that everything comes after is updated too. But suppose I just want to apply a meshexpression to the vertex of a already created mesh; how can I do it???
Bye bye!
Bug in RefreshComponent
Moderator: Moderators
Bug in RefreshComponent
- Attachments
-
- UpdateExpression.zgeproj
- (1.74 KiB) Downloaded 424 times
There is a bug with refreshcontent and Mesh. Kjell discovered this a while ago so it is fixed for next version. It is a good workaround you found about refreshing a single producer, I wouldn't have thought that would work.
Yes that's the way it works right now that the whole mesh is recreated. Perhaps a future version will include something like "MeshLoad Mesh1" so that you can reference an existing mesh in your producers-list and modify it.
Yes that's the way it works right now that the whole mesh is recreated. Perhaps a future version will include something like "MeshLoad Mesh1" so that you can reference an existing mesh in your producers-list and modify it.
Ok, let's say it: I would like a lot something like moving vertex of an existing mesh. This means applying a meshexpression to a mesh. I have tried using a meshexpression out of a mesh and writing "Mesh1.V.X = ..." instead of "this.V.X = ..." but no way I got it Will it be difficult adding this possibility? (If you think it is not, than I might try doing it by myself!)
It is probably a bit of work to make that change in ZGE. Also it may be a wrong design desicision, the "Producers" of a mesh should generate a new mesh not modify an old one. So perhaps a separate modifymesh component, or a modify-list is better. Or wait for OpenGL to officially support geometry shaders
Can you animate the mesh even though it is totally reconstructed, or are you concerned about performance? And have you considered animating using a vertex shader?
Can you animate the mesh even though it is totally reconstructed, or are you concerned about performance? And have you considered animating using a vertex shader?
OpenGL 3 does support Geometry shader, my graphic card does not
Yes I am concerned with performance when making metaballs, so I will use vertex shaders for animating the entire thing, but my idea is: start with a rough mesh created or animated by ZExpressions, then make it looking better using vertex for fine setup (also, the mathematics I will use also require a starting point "near the surface you want to find"). This is the only way to get a nice "blob" because when the blob divides in more than one part you need to recalculate the mesh from scratch. My idea will probably become "just make a new mesh 10 times/sec so performance does not get so much hurt". So I'm not gonna ask you for such feature like "ModifyMesh" component for the next release
Yes I am concerned with performance when making metaballs, so I will use vertex shaders for animating the entire thing, but my idea is: start with a rough mesh created or animated by ZExpressions, then make it looking better using vertex for fine setup (also, the mathematics I will use also require a starting point "near the surface you want to find"). This is the only way to get a nice "blob" because when the blob divides in more than one part you need to recalculate the mesh from scratch. My idea will probably become "just make a new mesh 10 times/sec so performance does not get so much hurt". So I'm not gonna ask you for such feature like "ModifyMesh" component for the next release