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Unfortunately, trimesh objects seem to involve a bunch of cycles without any convenient way to break them. So the objects leak unless a full collection is done. However, doing a full collection involves about a 100ms delay (on my fast laptop) so it causes visible jank.
There are a few places where I use trimesh operations: things like loading external meshes and doing snap_edges. However, mostly I'm just using them as convenient stores of the vertex and face data. Given that, perhaps the smart thing to do is to store that data outside of a trimesh object.
I only need per-vertex coord, normal and UV, and per-face vertex numbers. I could just store these in two numpy arrays that are arranged so as to be directly convertible into the buffers we need for the shader. The main thing I'm lacking is vertex normal calculation, but I've already designed Cython code for doing this in the Kinect plug-in.
The text was updated successfully, but these errors were encountered:
Adds new `get_arrays()` and `build_arrays()` and fills these in the
obvious operations and primitives. Also only do a full collection if a
trimesh object is released and separate updating cache timestamps from
cache clearing. Fixes#71 - or, at least, improves it. In a further
positive, the new normals calculation function is faster than the
trimesh one.
Unfortunately, trimesh objects seem to involve a bunch of cycles without any convenient way to break them. So the objects leak unless a full collection is done. However, doing a full collection involves about a 100ms delay (on my fast laptop) so it causes visible jank.
There are a few places where I use trimesh operations: things like loading external meshes and doing
snap_edges
. However, mostly I'm just using them as convenient stores of the vertex and face data. Given that, perhaps the smart thing to do is to store that data outside of a trimesh object.I only need per-vertex coord, normal and UV, and per-face vertex numbers. I could just store these in two
numpy
arrays that are arranged so as to be directly convertible into the buffers we need for the shader. The main thing I'm lacking is vertex normal calculation, but I've already designed Cython code for doing this in the Kinect plug-in.The text was updated successfully, but these errors were encountered: