[Bf-committers] Modification Stack

Austin Benesh doccoaster at msn.com
Wed Feb 9 04:57:08 CET 2005


I have found a simple (and somewhat crude at the moment) way of storing the
EditMesh data in a stack after every time free_editMesh is called (only when
leaving edit mode, however). This data, through a simple drop-down menu, can
then be re-applied by simply replacing it with the current EditMesh. No
stack dependencies are created this way, but large amounts of RAM would be
used, dependent on how many EditMeshes you have in the stack. What I might
do is set a limit (a.k.a, 100), or make it user-controlled. Anyway, this
seems to be the best way to make a modifier stack. If you need more
clarification, please reply.

-----Original Message-----
From: bf-committers-bounces at projects.blender.org
[mailto:bf-committers-bounces at projects.blender.org] On Behalf Of joeedh
Sent: Tuesday, February 08, 2005 8:55 PM
To: bf-blender developers
Subject: Re: [Bf-committers] Modification Stack

Alexander Ewering wrote:

>
> On Tue, 8 Feb 2005, Austin Benesh wrote:
>
>> It would work by each successive undo push storing the differences
>> between it and the last push, rather then just a copy of the mesh.  Or
>> so I think.  I've been thinking about this lately :)
>
>
> That's pretty vague. Can you elaborate on how you want to store
> "differences"?
>
I'm still thinking about that.  My idea is that a, say, "difference 
vert" would store the difference of it's co, no, and f members, plus an 
index to the vert it operates on.  Also, when you "delete" a vert from a 
modification entry, what you really do is set a flag, because deleting a 
vert is something that requires reconstructing the whole stack, which 
you would only do at certain times (like exiting editmode).

This topic is slightly tricky, especially trying to figure out whether 
or not it's worth the size overhead to save the modification stack for 
each object in a .blend file.

joeedh
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