If your 3D graphics needs involve moving rigid, pre-determined models around in space, REALbasic’s got you covered. That’s easy. But what if your models need to change shape in ways that aren’t defined until run-time? This might be the case, for example, if you’re animating a mathematical function entered by the user. Or, as in the example we’ll be using here, you’re simulating a flag flapping chaotically in the wind. What then? Are you forced to abandon REALbasic or use an entirely different approach to 3D?
As usual, the answer is ‘No.’ REALbasic’s design philosophy is to build the common functionality right into the product, but to provide all the hooks advanced users need to do advanced things. Deforming a mesh falls into the category of advanced things, but as you’ll see here, you can do this in REALbasic while still working with standard RB classes and controls.
Great stuff here, and an enjoyable read.