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
>>>> 
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