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Re: Core Data OpenGL
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Re: Core Data OpenGL


  • Subject: Re: Core Data OpenGL
  • From: Stefan Werner <email@hidden>
  • Date: Thu, 22 Feb 2007 18:42:39 +0100


On Feb 22, 2007, at 4:49 PM, Erik Buck wrote:

I use Core Data to store textures as NSData, large point meshes as NSData, colors as RGBA float attributes, scene graph information as a graph of Core Data entities, etc.

I have not found that Core Data is particularly unsuited to 3D OpenGL systems.

Think about it this way: OpenGL should be constrained to the View layer when using Model/View/Controller (MVC). Core Data is constrained to representing the Model. There is no coupling between the Model and the View, so it shouldn't matter how you represent the Model when using OpenGL. Furthermore, the same Core Data model should work fine with other View layers such as DirectX or ray-trace renderers etc.

Correct, the data structure on the model end is usually a winged edge or half edge structure for polygon modeling, nothing that you would want to use for OpenGL or ray tracing.


For example, I have a 3D Mesh editor. Each time the user interactively changes a mesh and particularly when points are added or removed from a mesh, I update the OpenGL Vertex Buffer or Display List which takes up to ~400ms to change and redisplay on my test machine. (it is computationally expensive sometimes) I also copy the updated mesh as an NSData attribute of an scene graph entity which only takes ~1ms.

Hm, so for CoreData your mesh is just one big blob of binary? Or does your Core Data model store individual vertices, edges and faces and know about their relationships? ~400 ms indicate to me that mesh sculpting then happens at about 2fps, which - no offense - would not be suitable for the things I do (think morphing meshes at 30fps).


Stefan

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 >RE: Core Data OpenGL (From: Erik Buck <email@hidden>)

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