So if a quad is (0,0),(0,1),(1,1),(1,0) what would a n-gon be? A triangle would be (0,0),(0,1),(1,1)? What would a polygon with 5 vertexes have?
On 9 May 2013 14:09, Thomas Volkmann <[email protected]> wrote: > ** > 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 >

