This is what the vertex_array objects basically do. The vertex_model object opens up a .obj and then passes the vertex, normal, texcoord and color data to other vertex_ objects for processing. The speed is pretty good - better than standard geos - but the better route is to use shaders. Shaders allow for more end user manipulation than the vertex_objects could ever offer.
<br><br><br><div class="gmail_quote">On Dec 22, 2007 8:43 AM, Chris McCormick <<a href="mailto:chris@mccormick.cx">chris@mccormick.cx</a>> wrote:<br><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
On Fri, Dec 21, 2007 at 01:25:21PM -0500, Mathieu Bouchard wrote:<br>> On Thu, 13 Dec 2007, Chris McCormick wrote:<br>><br>> >It would be way cool if gem was truly dataflow, with the [cube] or<br>> >another geometry source at the top of the stack and then
<br>> >geometry/colour/texture modifiers all the way down until a [render]<br>> >object. Imagine doing audio style filtering on geometry streams.<br>> >One can dream I guess.<br>><br>> Also imagine doing audio processing with the kind of flow that there is in
<br>> gemchains. Urgh!<br><br>Forgot the attachment.<br><br>Best,<br><br>Chris.<br><br>-------------------<br><a href="http://mccormick.cx" target="_blank">http://mccormick.cx</a><br><br>_______________________________________________
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