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
>

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