And flush_pixel() shows you how to traverse the buffer. Essentially the way it works in blender is there's always 4 of them per face whether it's a triangle or a quad.
On Thu, Nov 17, 2011 at 9:31 AM, Morten Mikkelsen <mikkels...@gmail.com>wrote: > Don't forget to look in do_multires_bake() in object_bake.c > It shows you how to add the tangent layer: > > float *pvtangent= NULL; > > // create tangent vectors if not already created > if(CustomData_get_layer_index(&dm->faceData, CD_TANGENT) == -1) > DM_add_tangent_layer(dm); > > // get pointer to the already generated tangents > pvtangent= DM_get_face_data_layer(dm, CD_TANGENT); > > > > > > On Thu, Nov 17, 2011 at 8:49 AM, Eugene Minov <minov....@gmail.com> wrote: > >> > >> > >The proper way to get the tangent layer can be seen in: >> > > >> > > >> >> https://svn.blender.org/svnroot/bf-blender/trunk/blender/source/blender/editors/object/object_bake.c >> > >> >> Okay, I've found a 'multiresbake_get_normal' function for correct normals >> calculation. >> I also looked into 'DM_add_tangent_layer' function in: >> >> https://svn.blender.org/svnroot/bf-blender/trunk/blender/source/blender/blenkernel/intern/DerivedMesh.c >> According to it, the tangent layer is filling by tangents when created. So >> I do >> need only to access and welding them and normals? >> That's good if so. >> >> Today I had time to try understand how RNA's works. >> And I almost create and test python interface with collections for faces >> and >> indexed vertices with normals and tangents in it. >> Hopefully soon I'll start welding. >> >> > >> > >If you need a free ultra simple welder there's one here --> >> > >http://jbit.net/~sparky/academic/welder/ >> > >You specify how many floats you have per vertex and it will weld for >> you. >> > >> >> Okay, good one, I think I'll use it :) >> >> Thanks! >> >> On Wed, Nov 16, 2011 at 8:43 PM, Morten Mikkelsen <mikkels...@gmail.com >> >wrote: >> >> > Sorry for confusing you here but I think I found a better reference for >> you >> > since >> > you'll be needing the tangents too and you are not supposed to be >> building >> > them yourself. >> > >> > The proper way to get the tangent layer can be seen in: >> > >> > >> > >> https://svn.blender.org/svnroot/bf-blender/trunk/blender/source/blender/editors/object/object_bake.c >> > >> > do_multires_bake() >> > >> > These are being fetched after the line: >> > >> > float *pvtangent= NULL; >> > >> > >> > These are then read in the function flush_pixel() including the normal >> > which is fetched from there using multiresbake_get_normal() >> > which as you can see looks a lot like the GetNormal() function >> > I pointed you to in DerivedMesh.c. >> > Anyway, definitely use this file as your reference. I should have shown >> you >> > this one from the beginning. >> > >> > If you need a free ultra simple welder there's one here --> >> > http://jbit.net/~sparky/academic/welder/ >> > You specify how many floats you have per vertex and it will weld for >> you. >> > >> > >> > >> > On Wed, Nov 16, 2011 at 5:32 AM, Eugene Minov <minov....@gmail.com> >> wrote: >> > >> > > > >> > > > >If you can get hold of the dm >> > > > >(DerivedMesh) >> > > > >on the c side of things then I can show you how to get the correct >> > > normals >> > > > >and tangents >> > > > >and even help you get them welded should you want this. >> > > > >> > > >> > > Ok! Sounds good to me :) >> > > >> > > So right now I in progress of checkout latest svn sources and compile >> > > blender. (had problems with net) >> > > Then first of I'll try to create test version of python/C interface. >> I've >> > > not decided yet what names I'll use for it. >> > > And finally will be trying to implement it looking in DerivedMesh.c, >> > > I think that it's realy are a good example. >> > > >> > > If or when I have a problem, I'll be glad to use your help :) >> > > Many thanks for your kind cooperation! >> > > >> > > >> > > >> > > On Tue, Nov 15, 2011 at 10:41 PM, Morten Mikkelsen < >> mikkels...@gmail.com >> > > >wrote: >> > > >> > > > I don't know anything about Python but if you can get hold of the dm >> > > > (DerivedMesh) >> > > > on the c side of things then I can show you how to get the correct >> > > normals >> > > > and tangents >> > > > and even help you get them welded should you want this. >> > > > >> > > > >> > > > >> > > > >> > > > On Tue, Nov 15, 2011 at 10:43 AM, Eugene Minov <minov....@gmail.com >> > >> > > > wrote: >> > > > >> > > > > Yes, I absolutely agree, hard faces obviously must be exported in >> the >> > > > same >> > > > > way how they seen in render. >> > > > > I think they can welds along with tangents. >> > > > > >> > > > > On Tue, Nov 15, 2011 at 9:01 PM, Morten Mikkelsen < >> > > mikkels...@gmail.com >> > > > > >wrote: >> > > > > >> > > > > > There is no point in doing this unless you export the correct >> > > tangents >> > > > > and >> > > > > > normals. That is the ones >> > > > > > that were used to bake the normal map. >> > > > > > >> > > > > > I realize it blows that there is no API function to get the >> render >> > > > > normal. >> > > > > > So what you have to do is produce it yourself >> > > > > > like is done in >> > > > > > DerivedMesh.c< >> > > > > > >> > > > > >> > > > >> > > >> > >> https://svn.blender.org/svnroot/bf-blender/trunk/blender/source/blender/blenkernel/intern/DerivedMesh.c >> > > > > > > >> > > > > > and >> > > > > > many other places as well. >> > > > > > An example in this file is the static function GetNormal() >> which is >> > > > used >> > > > > as >> > > > > > a call-back function by mikktspace.c >> > > > > > and you can see how it uses the averaged normal if the face is >> set >> > to >> > > > > > smooth and it uses >> > > > > > the face normal which it calculates itself if the face is set to >> > > flat. >> > > > > > >> > > > > > If you are going to make an api to export tangents I for one >> cannot >> > > > > > emphasize enough >> > > > > > that I prefer an all or nothing solution. Either do it right or >> > don't >> > > > do >> > > > > it >> > > > > > at all. >> > > > > > The last thing we need is to introduce a new tangent space >> standard >> > > > > within >> > > > > > blender. >> > > > > > Either export the correct basis that was used for baking (this >> > > includes >> > > > > the >> > > > > > normal) >> > > > > > or don't try to do it at all. >> > > > > > _______________________________________________ >> > > > > > Bf-committers mailing list >> > > > > > Bf-committers@blender.org >> > > > > > http://lists.blender.org/mailman/listinfo/bf-committers >> > > > > > >> > > > > _______________________________________________ >> > > > > Bf-committers mailing list >> > > > > Bf-committers@blender.org >> > > > > http://lists.blender.org/mailman/listinfo/bf-committers >> > > > > >> > > > _______________________________________________ >> > > > Bf-committers mailing list >> > > > Bf-committers@blender.org >> > > > http://lists.blender.org/mailman/listinfo/bf-committers >> > > > >> > > _______________________________________________ >> > > Bf-committers mailing list >> > > Bf-committers@blender.org >> > > http://lists.blender.org/mailman/listinfo/bf-committers >> > > >> > _______________________________________________ >> > Bf-committers mailing list >> > Bf-committers@blender.org >> > http://lists.blender.org/mailman/listinfo/bf-committers >> > >> _______________________________________________ >> Bf-committers mailing list >> Bf-committers@blender.org >> http://lists.blender.org/mailman/listinfo/bf-committers >> > > _______________________________________________ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers