hi, sooo.... here I am again
I am learning from chayan vinayak how to do opengl locator, so I wrote my 
code and couldn´t see anything on the viewport
I went directly to his code and try it out aandm everythinh evaluates, but 
nothing shows in the viewport.
I didn´t find anything about it in the internet. maybe I don´t know where 
to look.
Here is the code. I used paste bin. Sooo, anything new in maya 2016 that 
makes this code note to work? should I activate anything in the preferences?
thx
# =====================================================================
# Author : Chayan Vinayak
# Copyright Chayan Vinayak
#
# =====================================================================

import sys
import maya.OpenMaya as OpenMaya
import maya.OpenMayaMPx as OpenMayaMPx
import maya.OpenMayaRender as OpenMayaRender

nodeName = "LeftFoot"
nodeId = OpenMaya.MTypeId(0x100fff)

glRenderer = OpenMayaRender.MHardwareRenderer.theRenderer()
glFT = glRenderer.glFunctionTable()


class LocatorNode(OpenMayaMPx.MPxLocatorNode):
    
    def __init__(self):
        OpenMayaMPx.MPxLocatorNode.__init__(self)
        
    def compute(self,plug,dataBlock):
        return OpenMaya.kUnknownParameter    
        
    def draw(self,view,path,style,status):
        view.beginGL()
        # Pushed current state
        glFT.glPushAttrib(OpenMayaRender.MGL_CURRENT_BIT)
        # Enabled Blend mode (to enable transparency)
        glFT.glEnable(OpenMayaRender.MGL_BLEND)
        # Defined Blend function
        glFT.glBlendFunc(OpenMayaRender.MGL_SRC_ALPHA,OpenMayaRender.
MGL_ONE_MINUS_SRC_ALPHA)
        
        
        # Define colors for different selection modes
        if status == view.kActive:
            glFT.glColor4f(0.2,0.5,0.1,0.3)
        elif status == view.kLead:
            glFT.glColor4f(0.5,0.2,0.1,0.3)            
        elif status == view.kDormant:
            glFT.glColor4f(0.1,0.1,0.1,0.3)
        
        
        # Draw a shape    
        glFT.glBegin(OpenMayaRender.MGL_POLYGON)
        glFT.glVertex3f(-0.031, 0  , -2.875)
        glFT.glVertex3f(-0.939, 0.1, -2.370)
        glFT.glVertex3f(-1.175, 0.2, -1.731)
        glFT.glVertex3f(-0.603, 0.3,  1.060)
        glFT.glVertex3f( 0.473, 0.3,  1.026)
        glFT.glVertex3f( 0.977, 0.2, -1.731)
        glFT.glVertex3f( 0.809, 0.1, -2.337)
        glFT.glVertex3f( 0.035, 0  , -2.807)
        glFT.glEnd()
        
        # Draw a shape    
        glFT.glBegin(OpenMayaRender.MGL_POLYGON)
        glFT.glVertex3f( -0.587, 0.3, 1.33)
        glFT.glVertex3f(  0.442, 0.3, 1.33)
        glFT.glVertex3f(  0.442, 0.3, 1.92)
        glFT.glVertex3f(  0.230, 0.3, 2.24)
        glFT.glVertex3f( -0.442, 0.3, 2.25)
        glFT.glVertex3f( -0.635, 0.3, 1.92)
        glFT.glVertex3f( -0.567, 0.3, 1.35)
        glFT.glEnd()    
                
        
        # Define colors for different selection modes
        if status == view.kActive:
            glFT.glColor4f(0.2,0.5,0.1,1)
        elif status == view.kLead:
            glFT.glColor4f(0.5,0.2,0.1,1)            
        elif status == view.kDormant:
            glFT.glColor4f(0.1,0.1,0.1,1)        
        
        
        view.drawText("Left Foot",OpenMaya.MPoint(0,0,0),view.kLeft)
        # Disable Blend mode
        glFT.glDisable(OpenMayaRender.MGL_BLEND)
        # Restore the state
        glFT.glPopAttrib()
        view.endGL()
        

    
    
    

def nodeCreator():
    return OpenMayaMPx.asMPxPtr( LocatorNode())
    
def nodeInitializer():
    pass


def initializePlugin(mobject):
    mplugin = OpenMayaMPx.MFnPlugin(mobject)
    try:
        mplugin.registerNode(nodeName,nodeId ,nodeCreator,nodeInitializer,
OpenMayaMPx.MPxNode.kLocatorNode)
    except:
        sys.stderr.write( "Failed to register command: %s\n" % nodeName )

# Uninitialize the script plug-in
def uninitializePlugin(mobject):
    mplugin = OpenMayaMPx.MFnPlugin(mobject)
    try:
        mplugin.deregisterCommand( nodeName )
    except:
        sys.stderr.write( "Failed to unregister command: %s\n" % nodeName )


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