You can probably see how much vertices a polygon has and then interpolate around
the UV-space, but the problem is more the general question, since we have a
working solution for our  needs.

cheers,
Thomas

> Peter Agg <[email protected]> hat am 9. Mai 2013 um 15:19 geschrieben:
> 
>  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]
> <mailto:[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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