Hi all, first post, very recent user. Come from PureData and Flash development , so this is a brave new world for me <3
Having lots of fun, but I’m confused about the right way to solve a specific challenge. Feel free to correct me if I’m flat out wrong about my approach altogether.
Given a 3d cross spread of cubes, my GPU starts coughing blood as the spread count increases. I figured since I’m not dynamically manipulating the spread, I might as well just generate a mesh of all the cubes I want and render that alone, “spreadless”. Of course this means I still need to generate that mesh…
So I make an IOBox 8x3 matrix of vertices (3 values per vertex) and an IOBox list of indices, hook them up to a VertexBuffer and a Mesh node and boom, there’s my box. So far so good. So my problem then is taking my vertex matrix and spreading it in a way where the relationship between each vertex in a cube remains the same. The best I can do right now is to make untranslated 1:1 copies of the same cube, but that’s not the effect I’m after, obviously…
I’ve been playing with stallones and various spreads but stallone never seems to be able to maintain slice order in a usable way for my purpose, and spreads such as linearspread will likewise distribute the slice data with no respect paid to my idea of vertices (as they should). So my general understanding right now is I think I might be lacking a general understanding of how something like this should be done.
So hm. How would you guys create larger meshes or generate vertexbuffers/indexes by repeating/spreading other procedurally generated meshes?
Cheers,
- Andreas