Oh I see. By the way, could it be that it makes a difference if I'm
viewing directly the 3D op compared to having the viewer connected to
an Iop further downstream? I wrote a GeoOp plugin which instantiates
geometry over certain points. It works perfectly stable as long as my
viewer is connected directly to the 3D op. If I connect the viewer to
any Iop further downstream, i.e. a ScanlineRender node, then it
crashes as soon as the hash changes. I also set console ouputs to see
where exactly the crash is happening. It seems, that it's not crashing
inside my geometry_engine or my plugin at all. It runs through my
geometry_engine and crashes after. Do you have any idea?

Thanks,


Phong




On 19 April 2011 15:08, Jonathan Egstad <jegs...@earthlink.net> wrote:
> 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
>>>>>>
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