Is there any magic to compile(true)?

Started by AGP, February 24, 2025, 08:52:34 PM

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AGP

I can do compile(true) and not lose animations on Raft's bones. But it breaks the animations on my GLB models with my own bone structure. Is there anything that I should be overriding and adding? If not, would you have a clue as to what's doing this?

EgonOlsen

compile(true) compiles the object to use client side data for the GPU (i.e. it resides in the system's memory) while (false) compiles it to use server side memory (i.e. on the GPU). The former is more suitable for objects that change after compilation while the latter is faster for static objects. Have to tried to compiled it with (true) and indexing disabled?

AGP

I just tried, since I don't know what to put in for batchSize, the following. Still breaks the animation.

obj.compile(true, true, true, false, -1);

EgonOlsen

How are you applying your animation? In an IVertexController or in some other way?

AGP

GenericVertexController. Is there another way? Anyway, what values should I plug in for compile()?

EgonOlsen

Can you provide a test case that shows that it works uncompiled not not compiled? So that I can see what's actually wrong? I assume that it's a kind of configuration issue, but it's hard to tell without knowing what the actual problem looks like.