Do not call get_geometry() on the GeoOp, just call build_scene().

-jonathan

Sent from my iPhone

On Jun 28, 2011, at 10:27 AM, "Pieter Van Houten" <pietervanhou...@gmx.de> 
wrote:

> Thank you for your feedback Moritz. I get NULL pointers for all lights, even 
> if i do exactly what you wrote.... still :(
> 
> That is exactly what i am doing in _validate:
> 
> 1. get the GeoOp* from the op (cast)
> 2. myGeoOp->validate()
> 3. GeometryList geoList;
>   and geoOp->get_geometry(scene, geoList);
>   gives me perfectly aligned geometry
> 
> ... processing of my geometry ...
> 
> 4. then i do:
> 
> geoOp->build_scene(scene);
> scene.validate();
> if(scene.evaluate_lights())
> {
>      ... here i do what you suggested ...
>      std::vector<LightContext*> lights(scene.lights); 
> 
>      ... my lights have the correct size (number of input lights to the GeoOp 
> SCENE node)
>      but all entries are NULL.
> }
> 
> So it looks like i am missing something :( :( :( but what? any help is 
> appreciated ..... 
> 
> 
>> On 06/28/2011 05:07 PM, PieterVanHouten wrote:
>>> i really need help. i can get the scene and its content (in terms of
>>> objects as suggested, my GeometryList is filled with useful data) but
>>> when i look at myScene.lights, it has the correct number of lights in an
>>> array, but they remain NULL no matter what i do. my camera pointer is
>>> also NULL. but i have a camera connected. i do everything in validate().
>>> 
>>> i have in my test case a scene node as input to my Iop, this scene node
>>> has a camera, a sphere and some lights.
>> 
>> This is what I use:
>> 
>>  BOOST_FOREACH( const LightContext* l, scene.lights ) {
>>    LightOp* light( l->light() );
>>    ...  // grab data from light
>>  }
>> 
>> My scene is built from the GeoOp input inside validate().
>> 
>> .mm
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