Hi Paolo,

It looks like this conversation was continued, but split into a
different thread. Here's a copy of Jonathan's reply in case you missed
it:


On July 15, 2011, at 18:56, Jonathan Egstad wrote:
- Hide quoted text -
> Well, the warning is pretty self explanatory - though you need to look at 
> MatrixArray.h to figure out what the indices mean.
>
> More than likely the Scene containing the lights hasn't had its 
> evaluate_lights() method called to get all the matrices up to date - this is 
> normally done automatically by the Render class.  It can be expensive to call 
> so it's not done automatically in validate() - it's only done if the Render 
> subclass is actually going to start rendering.
>
> Your calculations are correct because the individual matrices in the array 
> are initialized to the identity, but their valid flag is false which means 
> they've never been explicitly set (look at the MatrixArray::MatrixEntry 
> structure.).
>
> So from the indices listed it appears neither the CAMERA_MATRIX, 
> PROJECTION_MATRIX, or the FORMAT_MATRIX have been set, which means only the 
> OBJECT_MATRIX has been.
>
> So if you did anything like transform a point into the light's UV space using 
> the MatrixArray's transform methods the result would be completely incorrect 
> unless the object matrix contained the complete transform - thus the warning.
>
> -jonathan
>
> On Jul 15, 2011, at 9:13 AM, Thomas Obermaier wrote:
>
>> Sorry,
>>
>> i was writing on the forum and it didn't bring the original message along in 
>> the mailing list (From Feb 15, 2011 by Moritz Moeller). i am refering to 
>> this thread here, which remained open:
>>
>> http://forums.thefoundry.co.uk/phpBB2/viewtopic.php?t=5283
>>
>> When working with lights and transforms,  get errors like these:
>>
>> MatrixArray::matrix(13) - Warning, matrix is unassigned
>> MatrixArray::matrix(19) - Warning, matrix is unassigned
>> MatrixArray::matrix(7) - Warning, matrix is unassigned
>> MatrixArray::matrix(13) - Warning, matrix is unassigned
>> MatrixArray::matrix(19) - Warning, matrix is unassigned
>> MatrixArray::matrix(7) - Warning, matrix is unassigned
>>
>> Though, everything i'm calculating seems to be correct....
>>
>> Thomas




On Sat, Jul 23, 2011 at 11:04 PM, Paolo Berto <[email protected]> wrote:
> Anyone has some tips for this one?
>
>
> On Wed, Feb 16, 2011 at 2:01 AM, Moritz Moeller
> <[email protected]> wrote:
>> So I had some code that used a LightContext* to get a resp. light's
>> matrix. This code always worked until and including Nuke 6.1 but now
>> occasionally crashes in 6.2.
>> So I replaced it with a direct call to the light itself.
>>
>> Looks like this
>>
>>  _for_each ( const LightContext* l, lights ) {
>>    LightOp* light( l->light() );
>>
>>    // old code, worked until 6.1, now sometimes crashes in 6.2
>>    ... l->transforms()->object_matrix().array()
>>
>>    // new method, seems to work but causes below messages
>>    ... light->matrix().array();
>>
>> This triggers lots of those:
>>
>>  MatrixArray::matrix(13) - Warning, matrix is unassigned
>>  MatrixArray::matrix(19) - Warning, matrix is unassigned
>>  MatrixArray::matrix(7) - Warning, matrix is unassigned
>>  MatrixArray::matrix(13) - Warning, matrix is unassigned
>>  MatrixArray::matrix(19) - Warning, matrix is unassigned
>>  MatrixArray::matrix(7) - Warning, matrix is unassigned
>>
>>
>> What is happening here?
>> The light is fetched from a Scene that I create from a previously
>> validate()d GeoOp.
>>
>> More interesting although: what is the suggested & working[tm] way of
>> getting the xform of a LightOp, for rendering, in Nuke 6.2?
>>
>> And how is it possible that a minor Nuke version update makes working
>> code instable and there is zero info about this in any NDK/Nuke release
>> notes?
>>
>>
>>
>> .mm
>> _______________________________________________
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>>
>
>
>
> --
> paolo berto
> the /*jupiter jazz*/ group — visual research
> mercenaries of jupiter jazz ltd.
> www.jupiter-jazz.com
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