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 >>>>>> >>>>>> _______________________________________________ >>>>>> 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 > _______________________________________________ Nuke-dev mailing list Nuke-dev@support.thefoundry.co.uk http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-dev