Fairly new to jit.gl land.
I've created and rigged a model of a tree that I'm importing into jit.gl.model as a .dae file.
I'm trying to animate the joints in real-time (rotating them on the x axis) to make the tree "sway".
My patch right now just uses some cycle~ objects that are being "snapshot~" with the bangs from the middle outlet of jit.world to move the tree joints.
Performance isn't too bad - I'm getting FPS in the mid 30s when the patch is locked, even though jit.world is set to @fps 60.
It seems like the more I animate (number of tree limbs/joints, camera movements, light movements), the further the FPS drops.
Is there some way I can make animation commands more efficient?
I've tried jit.anim.drive instead of direct rotation or position commands to the camera and jit.anim.nodes and also tried setting up the jit.anim.nodes as parents/children.
Neither seems to work - the jit.anim.drive method creates just as much of a FPS drop, and the jit.anim.nodes don't seem to operate as children (only the first in the chain moves, maybe this is because I'm directly animating joints with @name rather than a subsequent object?).
This is running on a new 2017 MacBook Pro with the Radeon 555 video card.
I realize that it might not be possible, but seeing the slapdash way that I'm addressing a big mess of joints, I thought there might be something I could do better that I don't know about yet.
P.S. Strangely, changing some of the attributes of jit.world towards what I assume would be less demanding settings (@fps30, @fsaa 0, @high_res 0) seems to have little (if any) effect at all.