Indigo SDK 18
Indigo SDK 18
Yes, I skipped a few revision numbers.
In-memory mesh definition is back.
http://indigorenderer.com/dist/IndigoSDK_18.zip
In-memory mesh definition is back.
http://indigorenderer.com/dist/IndigoSDK_18.zip
hmmm... how can u call executeCommand before exporting the scene with an empty .igs file?fused wrote:i just checked it, it works perfectly when i call executeCommand() before i export the scene!fused wrote:if yes: when is the scene xml read? on buildScene()? its rather unpractical if i have to go through the scene again to export the meshes...
Do i miss something?
Can't you simply store in a vector a pointer to your object and then process the meshes after the complete scene processing?
Thanks, Riccardo
i wouldnt even have to store a pointer, because c4d offers me quite a nice structure i can use, but it means iterating throug all objects again and im already doing that quite often to collect info about instances and such.rgigante wrote:hmmm... how can u call executeCommand before exporting the scene with an empty .igs file?
Do i miss something?
Can't you simply store in a vector a pointer to your object and then process the meshes after the complete scene processing?
Thanks, Riccardo
also im using material overrides a lot (im exporting each used material of a mesh before the <model> exponent, because parameters, especially shader parameters, like the matrix of the c4d mat, which of course applies to shaders, are likely to change for each object) and to find all used materials on an object im just returning a list of material names from the mesh export.
id have to find the materials twice (once for material export and once for mesh export). ok, i doubt that this is too speed critical, but for a lot of objects it adds some overhead.
its just faster, easier to maintain and straightforward to do it like this, at least for my needs
indeed, the scene file is read after calling buildScene().fused wrote:if yes: when is the scene xml read? on buildScene()?
Bug found REV18:
if SuperSampleFactor is equal to 1 the LDR framebuffer is not computed. All the rendering process continues normally, but when it's time to call "copyBuffer" is doesn't feed the buffer with any value different than 0,0,0 (this is confirmed by the fact that also the watermark is not displayed)
Riccardo.
if SuperSampleFactor is equal to 1 the LDR framebuffer is not computed. All the rendering process continues normally, but when it's time to call "copyBuffer" is doesn't feed the buffer with any value different than 0,0,0 (this is confirmed by the fact that also the watermark is not displayed)
Riccardo.
i cannot confirm that. everything works fine here.
attached a scene exported with my plugin. renders good.
but:
meh, cant attatch a file....
attached a scene exported with my plugin. renders good.
but:
thats only with ssf = 1, maybe thats ur problem? since sdk 15.fused wrote:also, the buffer returned by indigo is always 4 pixels higher/wider than the size you set (eg 320x240 / 324x244).
meh, cant attatch a file....
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