Hi,
we found a working solution to a current problem (set UV per Polygon), but I'm
not fully satisfied with it, because it breaks when we have triangles in the
mesh (which we can avoid, so it's more a personal problem of not being able to
do what I want to do in ICE).

Problem:
We want to set a vector per node. Depending on the index of that node when using
a PolygonToNodes it will be at (0,0),(0,1),(1,1) or (1,0) in UV-space.

Solution for Quads only:
GetNodeID -> find in array
the array:
Get PolygonToNodes -> build array from set
we modulo the index by 4, and no we know, if this Node is 0,1,2 or 3

This solution breaks of course when there is a single polygon that has more or
less than 4 points.

What I would like to do but can't figure out:
Get NodeToPolygon  (because we need to be in a perNode context)
Use the PolygonID that I get this way, and get PolygonToNodes for that Poly (how
the fxxk do I do that?) THAT IS PROBABLY THE MAIN QUESTION!
Then I could check which index the Node has that I got in the beginning.

Unfortunately I have some real work to do, and can't continue on this right now,
but in the back of my head it's driving me mad.
So if anyone can offer salvation it'll be much appreciated! Even if it's a
complete different solution)

cheers,
Thomas

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