Static mesh is a data compound of a three dimensional object in time
and space. To render one, it takes a one big storage file that contains
all the data about the object. That data has to be stored on a disk
drive. The really tricky meshes to render are the flying ones. It's a
completely different air pressure. The data gets written to a game
memory log, it's a massive multiplayer online game, otherwise in the
cloud, like Steam. To render one, the data from the level and monster
data files to the monitor handling chip. Monitor handling chips vary
based on personal computers, lap tops, operating system, processor
and graphics car. Before a three dimensional object can be rendered
it has to be fixed on memory, either random access memory or the
disk drive recovery point. A three dimensional object data can take
quite a large amount of memory, especially those used multiple
times. Steam Cloud has it's own of handling data, so that it is
persistent. A level is made of static meshes, plenty of them. The
main terrain board, the clouds, monsters, player characters, build
Ings.
void mesh2d::render_to_map()
{
for (int index{1}; index<= 1000; ++index)
{
navigation.print(index);
}
}
This is a two dimensional static mesh function, which is basically
used for drawing dynamic maps.
void mesh3d::render_to_map()
{
for (int index{1}; index<= 1000; ++index)
{
navigation.draw(index);
}
}
This kind of meshes are drawn by using the same map for
processing drawing navigation meshes to the screen. Or monitor
display. These two functions are actually quite closely related
to each other.
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