ok, I can see it in VP1. But only at full screen viewport. If I have a layout with something + viewport , all viewport goes black.
El domingo, 8 de noviembre de 2015, 10:48:18 (UTC+1), owen burgess escribió: > > Is the locator rendering in VP1? It should be. > You won't see anything in VP2 until you tell VP2 about your locator. Check > out the 2016 devkit examples of the footprint node for reference, and do > read the excellent 2 part VP2 transition guide posted on autodesk.com. > On 7 Nov 2015 23:21, "Rudi Hammad" <[email protected] <javascript:>> > wrote: > >> 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 ) >> >> >> -- >> You received this message because you are subscribed to the Google Groups >> "Python Programming for Autodesk Maya" group. >> To unsubscribe from this group and stop receiving emails from it, send an >> email to [email protected] <javascript:>. >> To view this discussion on the web visit >> https://groups.google.com/d/msgid/python_inside_maya/82c52bc3-4e50-42ee-809a-fc7f15a9dfcd%40googlegroups.com >> >> <https://groups.google.com/d/msgid/python_inside_maya/82c52bc3-4e50-42ee-809a-fc7f15a9dfcd%40googlegroups.com?utm_medium=email&utm_source=footer> >> . >> For more options, visit https://groups.google.com/d/optout. >> > -- You received this message because you are subscribed to the Google Groups "Python Programming for Autodesk Maya" group. 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