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 > > >

