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