Btw if you can't preset the primitive sufficiently ahead of time (I had this snag with a custom subd primitive) you can set the vertices variable in the GeoInfo directly but you'll need to hack the header to get access.
-jonathan Sent from my iPhone On Apr 19, 2011, at 3:02 PM, Jonathan Egstad <jegs...@earthlink.net> wrote: > No, just make sure the primitive contains all vert entries - their values > don't matter, just the total number of them. > > > > Sent from my iPhone > > On Apr 19, 2011, at 2:29 PM, Nhat Phong Tran <nhatphong.t...@googlemail.com> > wrote: > >> 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 > _______________________________________________ > 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