there is an error.  There is an additional array before UVArray that
is called PolygonFaceIndexArray
it's an array of indices which I am guessing tells you what is the
polygon ID on the corresponding unsubdivided mesh.
It helps finding which material is used because the clusters are using
these IDs.

On Thu, Dec 11, 2014 at 2:52 PM, Matt Lind <[email protected]> wrote:
> Does anyone have experience with this method?  I am experiencing what I
> think is either a bug or documentation error and would like someone to
> confirm and/or explain what’s going on.
>
> When I use PolygonMesh.GetApproximatedMeshAndAttributes(), half of the
> returned data is as expected, but the 2nd half doesn’t match what is
> described in the the SDK documentation (http://tinyurl.com/kfggmfu).
>
> To better illustrate the problem, create a polygon mesh cube, apply a
> texture projection, press “+” on number pad to subdivide once, then run
> included code from script editor (script appended to bottom of this
> message).  Consult output in script log.
>
> According to the SDK documentation (http://tinyurl.com/kfggmfu), the
> approximated mesh data is returned as an array of arrays.  Each index
> corresponding to different type of mesh data:
>
>     0 = vertex positions
>     1 = vertex connection order per polygon
>     2 = polygon node normals
>     3 = polygon node indices per polygon
>     4 = Texture UVW coordinates
>     5 = Vertex Color values
>     6 = Materials
>     7 = weight data (weight map?)
>     8 = Envelope Data
>
> NOTE: 7 and 8 not implemented.

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