Hi guys,

  I know that it's been a while since this post was created, but I found it 
looking in internet for some solution about this in python.

 I can't believe that I couldnt find any example yet about this in python. Even 
I was checking Python API 2.0 just to check if there was something new that 
makes this works.

 I made a simle MPxLocator that draws a simple line. That's all. I'm not 
drawing geometry or creating any specific shader. Just this:


    def draw(self, view, path, style, status):
        view.beginGL()
        glFT.glBegin(OpenMayaRender.MGL_LINES)
        glFT.glVertex3f(self.outX,
                        self.outY,
                        self.outZ)
        glFT.glVertex3f(self.targetPosX,
                        self.targetPosY,
                        self.targetPosZ)
        glFT.glEnd()
        view.endGL()


So, my question is: 

does anyone know if the implementation of the override functions is already 
possible in python?  If it's so, it'd be really helpful some example.

 Thanks!






> thanks for the reply. I got it.
> 
> 
> Just waiting for some python support i hope :)
> 
> 
> D.
> 
> On Friday, January 16, 2015 at 8:50:35 PM UTC+1, Janos Hunyadi wrote:
> There are a bunch more functions you can use with the overrides, but those 
> two are that does the heavy lifting
> 
> 
> http://help.autodesk.com/view/MAYAUL/2015/ENU/?guid=__cpp_ref_class_m_h_w_render_1_1_m_px_draw_override_html
> 
> J
> 
> On Friday, January 16, 2015 at 9:47:30 AM UTC+1, Dilen Shah wrote:
> Hey Janos,
> 
> 
> Thanks for the reply,
> 
> 
> So I need the functions class MPxDrawOverride and the following functions 
> right:
> 1. prepareForDraw()
> 2. addUIDrawables
> 
> 
> Thats it right, I still dont have a 2015 version so just preparing my scripts 
> before I get it.
> 
> 
> Let me know.
> 
> 
> D. 
> 
> On Thursday, January 15, 2015 at 2:21:12 PM UTC+1, Janos Hunyadi wrote:
> Only works in C++ at the moment to my knowledge. You need to take the basic 
> MPxLocatorNode and add an MPxDrawOverride to make it work it in VP 2.0.
> You don't need to use the legacy draw method. Just use the overrides 
> addUIDrawables() function and do your drawing there, after you prepared your 
> data for caching in the prepareForDraw() function.
> 
> 
> J
> 
> On Thursday, January 15, 2015 at 11:29:41 AM UTC+1, Dilen Shah wrote:
> Hey guys,
> 
> 
> So I have written many nodes with open gl draw functions for Maya 2014.
> 
> 
> For Maya 2015, I was reading the footPrintNode.cpp file in the devkit of maya 
> 2015 folder and I found that there is a Viewport 2.0 Implementation override 
> and it has a set of classes and functions and also added lines in the 
> initialize plugin function.
> 
> 
> So my question is, I went though the scripted footPrintNode.py in Maya 2015 
> and there is no Viewport 2.0 implementation, so can anyone tell me what I 
> need to do for it. Do I need to add it by translating c++ to python for all 
> my gl shapes in Maya 2015?
> 
> 
> Thank you and let me know if you dont understand my question would like to 
> solve this problem.
> 
> 
> D.

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