No, just make sure the primitive contains all vert entries - their values don't matter, just the total number of them.
Sent from my iPhone On Apr 19, 2011, at 2:29 PM, Nhat Phong Tran <nhatphong.t...@googlemail.com> wrote: > Does that mean that all the PointList stuff and set(x,y,z) should happen > before add_primitive()?? > > > > ---------------------------------------------------------- > nhat phong tran > dipl. digital artist (FH) > computer graphics & visual effects > > m_us: +1 (310) 866-6871 > m_de: +49 (176) 24 26 34 27 > fax: +49 (321) 213 25 866 > > santa monica, ca 90401 > > sent via iPhone > ---------------------------------------------------------- > > On Apr 19, 2011, at 13:30, Jonathan Egstad <jegs...@earthlink.net> wrote: > >> One (of many) details that's not obvious is the accounting of vertices >> inside the GeoInfo and its importance in maintaining any vertex attribute >> arrays. If you add additional vertices to a primitive *after* the primitive >> has already been added to the GeoInfo (via GeoInfo::add_primitive()) then >> vertex attribute array sizes can get out of sync possibly causing a crash. >> >> So until that's fixed make sure to completely build your primitive first >> before adding it to the GeoInfo. >> >> -jonathan >> >> >> On Apr 19, 2011, at 11:55 AM, Nhat Phong Tran wrote: >> >>> Well first you need to add an object which holds your primitives (i.e. >>> a polygon) to your output GeometryList. You can do this like this: >>> >>> out.addObject(yourObjectID); >>> >>> Now that you have an object created, you can add your primitives to >>> it, in your case a polygon. >>> >>> out.add_primitive(obj, new Polygon(0, 1, 2, 3)); >>> >>> So this allocates a polygon class and assigns points 0-3 to be its >>> vertices. But this doesn't mean that the polygon's shape has been >>> defined yet, because the points 0-3 have not a set position yet. To do >>> this you create a pointer to the pointlist that contains the points of >>> your object, then you need to resize the pointlist to fit all of your >>> primitives points. Then you iterate through the points of the polygon >>> of your interest and set the coordinates of each point. >>> >>> PointList* points = out.writable_points(yourObjectID); >>> points->resize(num_points); >>> >>> for(unsigned int p=0; p<4; p++){ >>> (*points)[p].set(x_pos, y_pos, z_pos); >>> } >>> >>> Hope this helps! >>> >>> >>> Nhat >>> >>> >>> ---------------------------------------------------------- >>> nhat phong tran >>> dipl. digital artist (FH) >>> computer graphics & visual effects >>> >>> m_us: +1 (310) 866-6871 >>> m_de: +49 (176) 24 26 34 27 >>> fax: +49 (321) 213 25 866 >>> >>> santa monica, ca 90401 >>> >>> sent via iPhone >>> ---------------------------------------------------------- >>> >>> >>> On 19 April 2011 09:07, Stephen Newbold <stephe...@moving-picture.com> >>> wrote: >>>> Hi. Anybody know of any easy to understand documentation on how to create >>>> polygons using the NDK? I had a look through the Sphere.cpp example that >>>> ships with Nuke and like most things it went completely over my head. I'm >>>> hoping to be able to create something simple, just a four sided poly >>>> defined >>>> by 4 corner points, but have zero idea on how to go about it. >>>> >>>> Cheers, >>>> Steve >>>> >>>> -- >>>> Stephen Newbold >>>> Senior Compositor - Film >>>> MPC >>>> 127 Wardour Street >>>> Soho, London, W1F 0NL >>>> Main - + 44 (0) 20 7434 3100 >>>> www.moving-picture.com >>>> >>>> _______________________________________________ >>>> Nuke-dev mailing list >>>> Nuke-dev@support.thefoundry.co.uk >>>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-dev >>>> >>> _______________________________________________ >>> Nuke-dev mailing list >>> Nuke-dev@support.thefoundry.co.uk >>> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-dev >> >> _______________________________________________ >> Nuke-dev mailing list >> Nuke-dev@support.thefoundry.co.uk >> http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-dev > _______________________________________________ > Nuke-dev mailing list > Nuke-dev@support.thefoundry.co.uk > http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-dev _______________________________________________ Nuke-dev mailing list Nuke-dev@support.thefoundry.co.uk http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-dev