Does that mean that all the PointList stuff and set(x,y,z) should happen before 
add_primitive()??



----------------------------------------------------------
nhat phong tran
dipl. digital artist (FH)
computer graphics & visual effects

m_us: +1 (310) 866-6871
m_de: +49 (176) 24 26 34 27
fax: +49 (321) 213 25 866

santa monica, ca 90401

sent via iPhone
----------------------------------------------------------

On Apr 19, 2011, at 13:30, Jonathan Egstad <jegs...@earthlink.net> wrote:

> One (of many) details that's not obvious is the accounting of vertices inside 
> the GeoInfo and its importance in maintaining any vertex attribute arrays.  
> If you add additional vertices to a primitive *after* the primitive has 
> already been added to the GeoInfo (via GeoInfo::add_primitive()) then vertex 
> attribute array sizes can get out of sync possibly causing a crash.
> 
> So until that's fixed make sure to completely build your primitive first 
> before adding it to the GeoInfo.
> 
> -jonathan
> 
> 
> On Apr 19, 2011, at 11:55 AM, Nhat Phong Tran wrote:
> 
>> Well first you need to add an object which holds your primitives (i.e.
>> a polygon) to your output GeometryList. You can do this like this:
>> 
>> out.addObject(yourObjectID);
>> 
>> Now that you have an object created, you can add your primitives to
>> it, in your case a polygon.
>> 
>> out.add_primitive(obj, new Polygon(0, 1, 2, 3));
>> 
>> So this allocates a polygon class and assigns points 0-3 to be its
>> vertices. But this doesn't mean that the polygon's shape has been
>> defined yet, because the points 0-3 have not a set position yet. To do
>> this you create a pointer to the pointlist that contains the points of
>> your object, then you need to resize the pointlist to fit all of your
>> primitives points. Then you iterate through the points of the polygon
>> of your interest and set the coordinates of each point.
>> 
>> PointList* points = out.writable_points(yourObjectID);
>> points->resize(num_points);
>> 
>> for(unsigned int p=0; p<4; p++){
>> (*points)[p].set(x_pos, y_pos, z_pos);
>> }
>> 
>> Hope this helps!
>> 
>> 
>> Nhat
>> 
>> 
>> ----------------------------------------------------------
>> nhat phong tran
>> dipl. digital artist (FH)
>> computer graphics & visual effects
>> 
>> m_us: +1 (310) 866-6871
>> m_de: +49 (176) 24 26 34 27
>> fax: +49 (321) 213 25 866
>> 
>> santa monica, ca 90401
>> 
>> sent via iPhone
>> ----------------------------------------------------------
>> 
>> 
>> On 19 April 2011 09:07, Stephen Newbold <stephe...@moving-picture.com> wrote:
>>> Hi.  Anybody know of any easy to understand documentation on how to create
>>> polygons using the NDK?  I had a look through the Sphere.cpp example that
>>> ships with Nuke and like most things it went completely over my head.  I'm
>>> hoping to be able to create something simple, just a four sided poly defined
>>> by 4 corner points, but have zero idea on how to go about it.
>>> 
>>> Cheers,
>>> Steve
>>> 
>>> --
>>> Stephen Newbold
>>> Senior Compositor - Film
>>> MPC
>>> 127 Wardour Street
>>> Soho, London, W1F 0NL
>>> Main - + 44 (0) 20 7434 3100
>>> www.moving-picture.com
>>> 
>>> _______________________________________________
>>> Nuke-dev mailing list
>>> Nuke-dev@support.thefoundry.co.uk
>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-dev
>>> 
>> _______________________________________________
>> Nuke-dev mailing list
>> Nuke-dev@support.thefoundry.co.uk
>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-dev
> 
> _______________________________________________
> Nuke-dev mailing list
> Nuke-dev@support.thefoundry.co.uk
> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-dev
_______________________________________________
Nuke-dev mailing list
Nuke-dev@support.thefoundry.co.uk
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-dev

Reply via email to