I did some googling and the only things I found for Blender "dynamic mesh" was the Dyntopo feature, which just does sculpting on an existing polygon mesh. That will just edit an existing mesh, adding faces, so there'd be no difference in file format. If it's actually something else, please say!

A "standard polygon mesh" object creates questions. Would you go with each vertex is specified as a 3-float coordinate? Or as an index into a separate list of such coordinates? Would you store all the faces in a single such object, or have a memory-inefficient Perl array of SVs? Would the data be packed? How would you do extensions like textures? These aren't insoluble, but they give me the sinking feeling of knowing that people will want to write huge slabs of XS code instead of just using PDL because they have objections to the idea of dependencies (although depending on Math::Vector::Real is somehow still fine ;-).


In reply to Re^6: Creating X BitMap (XBM) images with directional gradients by etj
in thread Creating X BitMap (XBM) images with directional gradients by kcott

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